Season 6 - Year of the Robot???


Pathfinder Society

201 to 237 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
5/5 5/55/55/5

Kyle Baird wrote:
BigNorseWolf wrote:
TOZ wrote:
Glad my oracle has spiritual weapon!

Pretty sure that doesn't get through hardness, can't find anything under force or hardness that says otherwise.

Force is reduced by hardness.

Being a (robot) doesn't mean it has hardness.

Riiight, just like being a Kyle Baird Scenario doesn't mean someone's gonna die...

5/5

1 person marked this as a favorite.
BigNorseWolf wrote:
Kyle Baird wrote:
BigNorseWolf wrote:
TOZ wrote:
Glad my oracle has spiritual weapon!

Pretty sure that doesn't get through hardness, can't find anything under force or hardness that says otherwise.

Force is reduced by hardness.

Being a (robot) doesn't mean it has hardness.

Riiight, just like being a Kyle Baird Scenario doesn't mean someone's gonna die...

Pharasma's a demanding deity.

5/5

medtec28 wrote:
Kyle Baird wrote:
TriOmegaZero wrote:
Geez, now I'm all turned around. Maybe I'll just sit this year out.
They're not that much different from other non-golem constructs. I suggest giving #6-03 a try.
I assume an adamantine greatsword is required as the price of admission?

Assume what you want. You're snark is quite transparent.

Grand Lodge

Starglim wrote:
I wouldn't be surprised if the Red Redoubt of Karamoss comes into it, even in/as 6-03.

This actually hits in #6-01 Trial by Machine... so yeah...

5/5 5/55/5

1 person marked this as a favorite.

I have to admit I did not like the sci-fi element being added into season 6, not one bit. But 6-01 and 6-02 were so fun to play, please give us more.

Also, I was going to shut off my AP subscription due to lack of interest in this theme but after these 2 scenarios I have changed my mind and really look forward to running it in my home group.

Shadow Lodge 4/5

Hardness? In my tier 3-7? It's more likely than you think!

What I'm saying is hardness has been with us for years and it's nothing you can't circumvent via combat maneuvers, for instance. If the creature isn't built with maneuvers in mind, it usually gets dogpiled.

Call me when golems get their hardness back. Now that'd be scary.

Silver Crusade 1/5

The question is : can robots be evil or are they just following orders by someone evil /malicious?

I know they can be Bad :-)

Upshot is, now that my PFS-1 Paladin has 18 Fame (4/1 Pal/Monk), do I buy an adamantine weapon (having just played Trial by Machine upper tier without one....ended up soloing 2 robots one with hardness one without rest of the party was cowering!)

or a magical + 1 ?

reading the posts 'twould seem adamantine is the way to go for season 6...

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Rafael Magnar wrote:

The question is : can robots be evil or are they just following orders by someone evil /malicious?

I know they can be Bad :-)

Upshot is, now that my PFS-1 Paladin has 18 Fame (4/1 Pal/Monk), do I buy an adamantine weapon (having just played Trial by Machine upper tier without one....ended up soloing 2 robots one with hardness one without rest of the party was cowering!)

or a magical + 1 ?

reading the posts 'twould seem adamantine is the way to go for season 6...

Personally I find Adamantine weapons very useful regardless of the Robot issue. They are great for opening doors when you don't have rogue or knock spell.

5/5 5/55/55/5

Adamantine weapons (and their +1 varieties) are always available: no fame requirement no waiting period.

You can buy adamantine now, and bring it back to the shop to get +1 put on it later. You CAN"T put +1 on it now, and then bring it back to get it turned into adamantine.

So get the adamantine now, get the +1 later.

Silver Crusade 4/5

BigNorseWolf wrote:

Adamantine weapons (and their +1 varieties) are always available: no fame requirement no waiting period.

You can buy adamantine now, and bring it back to the shop to get +1 put on it later. You CAN"T put +1 on it now, and then bring it back to get it turned into adamantine.

So get the adamantine now, get the +1 later.

The issue is that adamantine is extremely expensive, and only necessary under specific circumstances. Given that paladin smites overcome DR, hardness is really the only thing they need to worry about.

5/5 5/55/55/5

Fromper wrote:


The issue is that adamantine is extremely expensive, and only necessary under specific circumstances. Given that paladin smites overcome DR, hardness is really the only thing they need to worry about.

Its an extra 3k, which isn't that bad. The fame scores required are right at the cost just for the enchant, so the cost of the weapon sends the overall cost of the item up to the next category anyway.

They're not just good for hardness on robots (which might be enough reason to buy it on its own) they also

Cut slave manacles.
Open doors if you didn't bring a rogue
Open walls if you can't solve the puzzle
Sunder weapons
Resist being damaged by other sunderers
Make Julianne fries
Resist being damaged by monsters that damage your weapon when you hit them
Dr adamantite spellcasters with stone skin

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

1 person marked this as a favorite.
Fromper wrote:
BigNorseWolf wrote:

Adamantine weapons (and their +1 varieties) are always available: no fame requirement no waiting period.

You can buy adamantine now, and bring it back to the shop to get +1 put on it later. You CAN"T put +1 on it now, and then bring it back to get it turned into adamantine.

So get the adamantine now, get the +1 later.

The issue is that adamantine is extremely expensive, and only necessary under specific circumstances. Given that paladin smites overcome DR, hardness is really the only thing they need to worry about.

Most things that have DR/Adamantine are neutral.

Silver Crusade 4/5

At level 3, the 3k cost for adamantine is ALL of your earned cash from the adventures that got you to level 3, assuming you never played up. It might not be expensive by level 5 or 6, but making it practically mandatory in a subtier 3-4 scenario is just bad.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

I haven't played any of the Year 6 adventures yet, but I would say the need to have adamantine to bypass DR5/Adamantine or Hardness 5 can be mitigated by the environment of the encounter. Though I don't know if such environments exist in these adventures.

I am reminded of the time I had been running a superhero RPG. That was back when I was in a comic book reading phase and wanted to do a good job capturing the essence of comic books. One recurring element in comic books (especially spiderman) are supervillans that are just too tough to be taken out by the hero in a toe to toe slug match. So for one of the encounters I designed a villain who was easy to hit but essentially had a lot of DR, and while he could fell the broad side of a barn with a single hit, he usually couldn't hit it. He was also as dumb as he was tough. I deliberately set up the encounter at a construction sight so creative PCs could do things like drop brick walls on the guy or trick him under a steel girder and cut the chain holding it. One of the players (who was a D&D player but had never read a comic book) with a hero that had energy blasts started blasting the villain to no effect. Several rounds later he had exhausted all his power trying to defeat the villain by blasting him directly with his energy blasts, at which point he stood up frustrated, yelled at me for creating a undefeatable villain and stormed away from the table.

I don't think it was too much for me to have asked for a little creativity from the player.

5/5 5/55/55/5

Something like that would have to be in the scenario for the DM to make use of it. Usually that sort of thing doesn't work in a scenario.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

My 3rd level Inquisitor did 28 points of damage to the final boss of 6-01. The only ones who need adamantine are those who don't rely on Power Attack and/or two-handed weapons to deal damage.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Oddly any group that I have run that fought something they could not hurt end up gang piling it, and secure it in some fashion to make it unable to hurt them.

Is there a reason that tactic would not work in these season 6 scenarios?

Grand Lodge 4/5

Dragnmoon wrote:
Is there a reason that tactic would not work in these season 6 scenarios?

Some of the creatures in question have a lot of attached blades and saws. If the party have something better than rope to deal with them, it seems feasible.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

TriOmegaZero wrote:
My 3rd level Inquisitor did 28 points of damage to the final boss of 6-01. The only ones who need adamantine are those who don't rely on Power Attack and/or two-handed weapons to deal damage.

You're assuming everyone is a melee combatant. If we are talking automatons with hardness, then most low level spell casters are going to be pretty useless. Staple spells like burning hands, magic missile, and color spray would have little or no effect. Archer's with Rapid Shot rather than Precise Shot are also going to be at a disadvantage.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Starglim wrote:
Dragnmoon wrote:
Is there a reason that tactic would not work in these season 6 scenarios?
Some of the creatures in question have a lot of attached blades and saws. If the party have something better than rope to deal with them, it seems feasible.

Luckily when they are pinned they can't use those attached blades and saws, so rope will work fine, unless they have an ungodly cmb.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
trollbill wrote:
TriOmegaZero wrote:
My 3rd level Inquisitor did 28 points of damage to the final boss of 6-01. The only ones who need adamantine are those who don't rely on Power Attack and/or two-handed weapons to deal damage.
You're assuming everyone is a melee combatant.

Um, no. Everyone who doesn't rely on Power Attack/two-handed weapons includes non-melee characters.

Silver Crusade 2/5 *

Wizards can load up bull's strength however. Honestly, direct damage has been inferior to melee buffs since 3.0 dropped in my opinion. I'm not sure what to tell the dedicated blaster sorcerers. I guess wizards get to have an advantage for once over sorcerers in PFS.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

TriOmegaZero wrote:
trollbill wrote:
TriOmegaZero wrote:
My 3rd level Inquisitor did 28 points of damage to the final boss of 6-01. The only ones who need adamantine are those who don't rely on Power Attack and/or two-handed weapons to deal damage.
You're assuming everyone is a melee combatant.
Um, no. Everyone who doesn't rely on Power Attack/two-handed weapons includes non-melee characters.

Well that is a pretty large population.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
trollbill wrote:
Well that is a pretty large population.

Not everyone deals damage.

Grand Lodge 4/5

BigNorseWolf wrote:

Adamantine weapons (and their +1 varieties) are always available: no fame requirement no waiting period.

You can buy adamantine now, and bring it back to the shop to get +1 put on it later. You CAN"T put +1 on it now, and then bring it back to get it turned into adamantine.

So get the adamantine now, get the +1 later.

And, if you need it to be magic in the meantime for some reason, a 50 gp oil of magic weapon can do the trick...

4/5

Having played these scenarios, it is not as much of a problem as everyone seems to be thinking. Basically, the scenarios reward creative thinking. It helps to have a 2 handed power attacking character, but if you character has the sorts of things adventurers normally should carry eg alchemical items and so on, they absolutley doable.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

In the case of 6-01, they provided ways during the scenario that would allow you to take care of the automatons. In the case of tier 1-2, any fighter should be able to hit it hard enough to hurt it most of the time.

The last battle could get bloody if you don't have enough people and some bad rolls.

Silver Crusade 1/5

TriOmegaZero wrote:
My 3rd level Inquisitor did 28 points of damage to the final boss of 6-01. The only ones who need adamantine are those who don't rely on Power Attack and/or two-handed weapons to deal damage.

Not wishing to spoil, but if the final boss had , say, hardness 10 how do you do 28 damage without critting on a single attack? And , sure, if you crit regularly then maybe no need for admantine. But I do like the idea of cutting down doors (Sawback option....) and Evil wizards in Stoneskin... mmmmm

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

medtec28 wrote:
Kyle Baird wrote:
TriOmegaZero wrote:
Geez, now I'm all turned around. Maybe I'll just sit this year out.
They're not that much different from other non-golem constructs. I suggest giving #6-03 a try.
I assume an adamantine greatsword is required as the price of admission?

6-03 isn't all that bad. We brought 3 frontliners with 2H weapons. Only mine (paladin) was adamantine, because I'm scared of things you can't Smite. And we did pretty well. I didn't regret the purchase though.

Surveying 6-01/02/03, I think adamantine or greatsword is a more accurate description. In 6-01 my l2 alchemist wasn't frustrating to play, and I think he'd have worked out (given appropriate levels) in 6-03 as well.

---

I do think the hardness-robots leave 2H and/or adamantine weapons as the really obvious thing to do. I'm sure there are a few other things that work, but that's going to take more research to find.

What I'm really missing is an electrical splash weapon. We have splash weapons for nearly every other element, but not electricity. Bottled lighting is alchemical, but not splash, so no bonus damage, which makes it rather disappointing to alchemists. That's annoying because both evil outsiders and robots are begging for it. (Or rather, hard to damage with other things alchemists can make.)

Grand Lodge 4/5

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber
Rafael Magnar wrote:
Not wishing to spoil, but if the final boss had , say, hardness 10 how do you do 28 damage without critting on a single attack? And , sure, if you crit regularly then maybe no need for admantine. But I do like the idea of cutting down doors (Sawback option....) and Evil wizards in Stoneskin... mmmmm

Spoiler:
In Subtier 1-2 it didn't have hardness. Actually, in 4-5 I don't think it did either. I enlarge person'd and power attacked, expecting to have to deal with hardness, and then didn't. I also had a very lucky roll, one shy of max damage, and had a bard performing to give me extra damage.
Sczarni 5/5 5/55/5 ***

Level 1 Alchemist or Barbarian with base 18 STR (or 20 for those min-maxers). Mutagen or Rage (+4 Str). Two-handed 2d6 Weapon. Enlarge Person (+2 Str). Power Attack.

3-18 base damage (average 10)
+10 (or +12, from Str of 24/26)
+3 (Power Attack)

Damage range of 16-31.

Not counting crits or miscellaneous damage bonuses.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Adamantine is the new Cold Iron.

Lantern Lodge 5/5

LazarX wrote:
Adamantine is the new Cold Iron.

Quoted at GenCon: "Cold Iron is SO last year."

Silver Crusade 2/5 *

When was cold iron ever a thing? You never knew when a DR/good would show up. It's all about the bless weapon oils. Adamantine has always been the material of choice.

Silver Crusade 4/5

The big difference between DR and hardness - any caster can easily throw energy damage at DR. Hardness is even more resistant to energy damage than physical weapons.

So yeah, this year's robots are tougher than equivalent CR demons, because at least demons take damage from Magic Missile.

Silver Crusade 2/5 *

Well many demons have SR, but yeah, robots are a headache.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Well, robots are vulnerable to crits, which will make crit fishers even better. And they are vulnerable to electricity. According to the rules for Hardness, a DM may rule an object may be particularly vulnerable to a particular energy type such that you ignore the hardness. Seems like electricity would be a prime candidate for this with Robot hardness. If this is the case, then a Robot's nemesis would likely be some class the fishes for crits a lot and uses intensified shocking grasp.

Edit: Sorry, my bad. I was confusing the hardness rules with the energy damage to object rules.

1 to 50 of 237 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Season 6 - Year of the Robot??? All Messageboards

Want to post a reply? Sign in.