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There are only three 1-5 scenarios my wife and I can play together, because I have specifically reserved Faithless and Forgotten from our schedules. If I look at what I can run for her and our one friend's raptors, I add...a single table. Trust me, I know how to schedule tables, but Table Tetris still conspires against teamwork builds.

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So clinging to a side of a cliff for weeks doesn't cause for realistic fatigue or chance of needing a more comfortable hanging position and losing grip, nor is the weather unchanging and thus hanging can be done forever. But you don't need a check to hang there, only a check to move. Are you saying the danger of the task doesn't stop the task from taking 10? Or do you say that they moment they want to move and would need to make a check they are now in danger and cannot take 10?
Plus eventually the mountain could be eroded, be a volcano and erupt, a group of harpy's might think it'd make a nice home. So even on a cliff there "potential future danger if you do nothing forever."
But the NPC's, do they follow suit to the cliff clinger? No, they need to use the bathroom, get a drink, move around. And because they maybe might need to do that in the future you are prevented from taking 10 now.
If the guards are playing cards and unaware of you, you're in no current danger. Only danger if you move and make them aware of you. Nothing outside of your stealth can get you into danger, and you're not worried because they don't expect you. If you kill someone and then a guard later finds the body and sounds an alert then I'd maybe say no take 10 now that it's stressful because they are intentionally looking for you.

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So clinging to a side of a cliff for weeks doesn't cause for realistic fatigue or chance of needing a more comfortable hanging position and losing grip, nor is the weather unchanging and thus hanging can be done forever. But you don't need a check to hang there, only a check to move. Are you saying the danger of the task doesn't stop the task from taking 10? Or do you say that they moment they want to move and would need to make a check they are now in danger and cannot take 10?
Plus eventually the mountain could be eroded, be a volcano and erupt, a group of harpy's might think it'd make a nice home. So even on a cliff there "potential future danger if you do nothing forever."
But the NPC's, do they follow suit to the cliff clinger? No, they need to use the bathroom, get a drink, move around. And because they maybe might need to do that in the future you are prevented from taking 10 now.
If the guards are playing cards and unaware of you, you're in no current danger. Only danger if you move and make them aware of you. Nothing outside of your stealth can get you into danger, and you're not worried because they don't expect you. If you kill someone and then a guard later finds the body and sounds an alert then I'd maybe say no take 10 now that it's stressful because they are intentionally looking for you.
Anyone who watches American Ninja Warrior knows that you can't just hang onto the side of something indefinitely.

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My point. If you say it's a game and thus the character can hang there forever then you should say it's a game and let characters stealth because those guards playing cards aren't an immediate threat.
If you say it's realistic that the guards could look search for you you at any moment then you should apply that same logic to hanging on a cliff.

Drahliana Moonrunner |

I've basically defined whether or not you could take 10 is by judging whether the immediate situation was a stress moment. If you have a moment to take a breath...i.e. aren't in combat rounds, I generally allow players to take 10 on almost any task.
Taking 20 is only allowed on tasks without an inherent element of danger... i.e. not on disarming traps. Either way though, it means you're eating a LOT of time.

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My point. If you say it's a game and thus the character can hang there forever then you should say it's a game and let characters stealth because those guards playing cards aren't an immediate threat.
I'm saying that the length of time someone can hang there is long enough to disqualify it from being "soon".
If you say it's realistic that the guards could look search for you you at any moment then you should apply that same logic to hanging on a cliff.
The mountain is not eroding any time soon. (even for an elf) The danger of that happening is not in any sense immediate.
The mountain starts spewing lava and rumbling THEN you have a problem.
At any second the guards MIGHT go to the bathroom. They might start moving, they might start going on rounds. That possibility creates real danger. "calling for checks when the chance of failure leads to tension or drama" is exactly what the point of a check is. That is an inherently subjective call and is going to vary greatly from dm to dm: don't count on being able to do it.
Taking 10 any time you want is an advanced rogue talent. Putting the game in zero time so that nothing is immediate and assuming success hands it out to everyone. Its a very powerful ability and it's high level for a reason: it greatly increases the chances of success for someone with an above average skill modifier

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I've basically defined whether or not you could take 10 is by judging whether the immediate situation was a stress moment. If you have a moment to take a breath...i.e. aren't in combat rounds, I generally allow players to take 10 on almost any task.
Taking 20 is only allowed on tasks without an inherent element of danger... i.e. not on disarming traps. Either way though, it means you're eating a LOT of time.
just checking -
you are aware that Take 10 takes no more time than a standard skill check, right?
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Roll the die vs. Take 10 --- (in game - in character) takes the same time, (in reality - in person) rolling the die takes longer.

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Michael Eshleman wrote:Natural weapons.How so?
IME natural weapon users start running into problem with DR that they can't penetrate starting in the 5-9 tier. Most notably DR/adamantine and DR/[alignment]. Weapon buffs that you might normally use (bless weapon, align weapon) won't work on natural weapons.
There are ways around it (e.g. furious amulet of mighty fists if you are a barbarian, World Serpent totem if you are a barbarian, I'm sure that there are others) but it can be a rude shock if you aren't prepared for it.

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at any second the guard might go to the bathroom, and if he beats your stealth then he's aware and you're in danger. But if no one is aware of you and remains unaware then you are safe. There is no immediate danger. A 1 might be high enough to never be spotted, thus guarantying no danger to be had when stealthing. But take 10 isn't only legal when a 1 would succeed and stop future potential danger from occurring. A take 10 is to specifically attempt the task and not worry about a very low roll failing. So if I'm not CURRENTLY IN DANGER before attempting my roll then I can take 10. When I'm making my stealth check they aren't aware of me, I'm not currently in danger. I COULD be in danger if my result is low enough and they become aware of me, that is when they'll start trying to take my life.
Taking 10 at any time, aka when you're actively being searched for or in combat, is a talent. Taking 10 when you're trying to perform a task and aren't in danger by anything if you perform the task successfully is when you can normally take 10.
Guards don't see me or know I'm coming. I take 10, the guards potential for finding me can't stop me from taking 10 on hiding from them.
Guards searching for me and know that I am somewhere here, I see this now as a pressured situation, thus stopping take 10. But I'd probably let them take 10 if they wanted. The DC is higher since they are searching for you, if you feel you're so good that a 10 beats the increased DC go for it.

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"In general, what character builds or concepts do not pan out in PFS?"
The following is just my opinion, and what seems to work for me. For other people it might not work, but for me it very much effects the character builds/concepts I play...
(IMHO) This game we play is at it's base a story about a group of specialists who each have a part to play. I like to think each PC has something they really shine at doing - be it having the knowledge (local) to tell the rest of the party where the bathroom is, or cutting monsters in half, or talking the witness into giving up that little bit of information to solve the puzzle, or finding & disarming that Hot Fudge Death trap, or whatever. I try to have my PCs do this, try to have something they really shine at doing. (maybe more than one thing - you know, like having more than one weapon carried...)
If you walk up to a table I am at and say, "Lord Chopsalot is a good tank, and he can handle most of the knowledge skills." I am not going to pull a front line fighter out, or a Knowledge weenie. I'm going to leave that to you - you picked that role to play when you introduced the PC you wanted to play. I don't want to overshadow you, nor do I want to have to play in your shadow.
(Again, IMHO) If we are trying to "cover all the bases" with our PCs and so fail to do anything well? ... What? If everyone at the table fails to pass a challenge that it only takes one of us to pass, we as a group fail in our mission. This is why if I sit at the table I'll ask what else we have there. What other roles people have PCs that they can play at this tier. After we cover that and I pull a PC out, I'll tell everyone what I cover, and my worst failings. ("Hi, I'm Katisha. Call me Kat or Tish, never Kat-tish. I'll handle all the social skills, and I'm pretty useless in combat.") If you respond that you also cover some aspect of whatever Role I picked to play today - we can compare notes and maybe I'll change what PC I'm playing, or the way I'm playing it. I try real hard not to have a PC to cover a ROLE that someone else said their PC brought to the table (be it an ability/skill/trope whatever). I don't want to steal their "moment of greatness" in the game. If they want to play that Role in our "Band of Adventurers", I'll be just as happy in a different Role.
I don't care if their PC has a 7 INT or a 20 INT... if they're running "the tank", I expect them to tank. If their PC does that thru smiling at the monsters and offering them Flaming Fudge Death - hey, maybe I'll take notes and build a PC like that too! After all, next table I sit at, maybe we'll need a Tank with Social Skills, and Profession Cook.
Please - just be sure you do your "schtick" the very best you can. If it's the only one you have, I'll understand. (Even if I think it's like the guy who runs a Barbarian who only has one melee weapon...) I don't expect to be able to tell them how to do this - I expect they know their abilities and their PCs abilities much better than I do. They built them, and (hopefully) read all the rules about them. I am often amazed at how different people build and play their PCs. (so please try to understand when I feel the need to ask - I'm not doubting, just trying to learn!) When we sit together... You cover your part, I'll cover mine, and together we are MUCH better than if we both try to cover it all (and spread ourselves to thin - and get in each others way). Thank you for your time...
I'll try not to pick a Role you want to play today, and try to cover your PCs weak points. I would like you to return that favor if you can. When I select a Role to play at a table, when I am building the PC before anyone sees it, I am going to try to be the very best I can be at that Role. Nothing would bother me more than failing my team mates at something that I said I had covered... because I would feel like I let my team down when that happened.
Failing to do my job, because I spread myself out and tried to cover all the Roles in the group? The only thing I can think of worst than that would be to steal another players "moment of greatness" by doing his job better than him... without telling him that I can.

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After we cover that and I pull a PC out, I'll tell everyone what I cover, and my worst failings. ("Hi, I'm Katisha. Call me Kat or Tish, never Kat-tish. I'll handle all the social skills, and I'm pretty useless in combat.")
I feel like this type of character is bad in PFS, since it tends to hog screentime. Usually in PFS you have between 2-8 skills or so and many people pick Diplomacy since you don't *know* that someone will have the skill and you can be pretty stuck without it. So the type of specialist who does the social skills tends to mean that other players don't get the chance to do the roleplaying associated with the skills they took and the screentime gets focused on the character who has those skills.
And for that type of specialist, he has a bunch of wannabe Faces hogging what he is good at. While he can't contribute to the sometimes brutal encounters.

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nosig wrote:After we cover that and I pull a PC out, I'll tell everyone what I cover, and my worst failings. ("Hi, I'm Katisha. Call me Kat or Tish, never Kat-tish. I'll handle all the social skills, and I'm pretty useless in combat.")I feel like this type of character is bad in PFS, since it tends to hog screentime. Usually in PFS you have between 2-8 skills or so and many people pick Diplomacy since you don't *know* that someone will have the skill and you can be pretty stuck without it. So the type of specialist who does the social skills tends to mean that other players don't get the chance to do the roleplaying associated with the skills they took and the screentime gets focused on the character who has those skills.
And for that type of specialist, he has a bunch of wannabe Faces hogging what he is good at. While he can't contribute to the sometimes brutal encounters.
while I find it to be the exact opposite. Perhaps it's partly style of play?
I often sit down at the table and say "so, what do we have with us today?" and 5 minutes later we find that the Barbarian is the only one there with a social skill - and that's his Intimidate.
If another PC says - "Hi, I'm Katisha. Call me Kat or Tish, never Kat-tish. I'll handle all the social skills, and I'm pretty useless in combat." - I'll respond with "Tweedle Dum here - call me Twee. I'm a Trapsmith, specialist in the more static challenges we're likely to encounter. I would even hazard a guess that any we find may have been designed by me, and installed by one of my students. Yeah. I own the traps...".
Someone else has the Social Skills? Fine - lots of other roles for me to play. I'll just set in the back and Aid Another for those Social Encounters - don't want to steal their time in the spot light. (and I'll be careful to thank them for getting us "past that part so easily"...).
The times it really hurts is when someone says "Yeah, I got the Face part covered" and we find it's because they have a positive CHA mod, and a rank in Diplomacy... in a Tier 5-9 social scenario. Heck, normally I Take 10 on my social skill checks, and ask my fellow players for Aid Another rolls (so that they can "be part of the action")... and point out when they pushed us "over the top" with the +2 they gave me.
the setting: a Party of adventurers gather outside the suspects door. The intention is to scare him away from doing something, to get him to leave town. The rogue (doing his part) checks the door for traps, finds an alarm and removes it, unlocks door, and steps to the back of the party - his job done. Kat, in misty Mistmail steps to the door and, (the Cleric player jumps in with I'll roll to Aid!) as the cleric swings open the door, Kat steps into the room. (Cleric: "I'll stand in the doorway - being large, armored and hard to see thru the mist!)Kat swirls the cape with the continual flame spell on the lining around to her back so the "flames" swirl up around her, she pulls her whip that bursts into flame (Hellfire). Looking at the target sitting on the bed, she points the whip and says "So, do we talk? or do we move on to other options?" Target sees a Cheliaxian woman, clothed in fire & smoke, with a flaming whip that is scorching the carpet. Intimadate check? - ah, can I take 10?"

Drahliana Moonrunner |

Drahliana Moonrunner wrote:I've basically defined whether or not you could take 10 is by judging whether the immediate situation was a stress moment. If you have a moment to take a breath...i.e. aren't in combat rounds, I generally allow players to take 10 on almost any task.
Taking 20 is only allowed on tasks without an inherent element of danger... i.e. not on disarming traps. Either way though, it means you're eating a LOT of time.
just checking -
you are aware that Take 10 takes no more time than a standard skill check, right?
** spoiler omitted **
Roll the die vs. Take 10 --- (in game - in character) takes the same time, (in reality - in person) rolling the die takes longer.
Yeah, my thoughts in writing the last sentences were about Taking 20.

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My view is that you can be great at non-combat stuff pretty easily, so make sure you have something useful to do in combat.
In combat - out of combat - we always need to make sure we have something useful to do. Otherwise we are ... not having fun. (IMHO).
To many times I have encountered the player who can ONLY do things in combat. And only in "Massive Overkill" mode.

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and I've seen a lot of characters that are "skills no combat" and so they beat the diplomacy DC 20 with their 42.
or the other situation. If I take 10 and succeed or if my skill is 2 lower and I take 10 and succeed, but my combat increasing by +2 to hit and damage is a pretty big increase. cheapestly duplicated by a +1 weapon and +2 belt for 6000gp. But that cost quickly increases as you go to the next +1. Making a weapon a +3 instead of +2 is a lot of gp. getting that value, and earlier, by altering your stats to be able to do something useful in combat from the start vs that +2 to your skill is something I really suggest doing.
EDIT:
Also because skills don't always come up. If you're the dex skills guy and those skill never come up then you're at effectively not having skills and not having combat. Combat happens far more than most skills you bring for the party are used.

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Teamwork builds (that don't somehow grant teamwork feats to at least one of your party members).
Given the mandate to cooperate I do always find this ironic, but team work feats only work when the team shares the build, which fails in PFS. Although inquisitors do well :)

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and I've seen a lot of characters that are "skills no combat" and so they beat the diplomacy DC 20 with their 42.
or the other situation. If I take 10 and succeed or if my skill is 2 lower and I take 10 and succeed, but my combat increasing by +2 to hit and damage is a pretty big increase. cheapestly duplicated by a +1 weapon and +2 belt for 6000gp. But that cost quickly increases as you go to the next +1. Making a weapon a +3 instead of +2 is a lot of gp. getting that value, and earlier, by altering your stats to be able to do something useful in combat from the start vs that +2 to your skill is something I really suggest doing.
EDIT:
Also because skills don't always come up. If you're the dex skills guy and those skill never come up then you're at effectively not having skills and not having combat. Combat happens far more than most skills you bring for the party are used.
It is not a either/or choice. Being a Skills PC does not mean we are unable to do anything in combat.
I build PCs to fill many roles - even Primary Combat ones. I try to play the ones other people DON'T bring to the table. As a result, I often play "Face" or "Trapsmith" or "Gadgets" or "Scout"... because no one else at the table fills those roles. I don't often have to play "Max Damage" or "Tank", as those seem to be the most common role other people play - and the 3rd (or 4th) Combat Specialist at the table doesn't really seem to add as much to the party as the "Face" (or "Trapsmith" or "Gadgets" or "Scout"...)
The reason I build very "optimized PCs" - specialists - is that I do not want to be the reason your PC dies. Sometimes when PCs die, the player looses everything they have worked for MONTHS or YEARS on. Nothing would bother me more than knowing that that 3rd level guy of yours, that you ran thru 8 scenarios (about 40 hours of table game time, maybe another 40 or 80 hours of hobby time at home tinkering - easily as much as a year of someones gameing) just got tossed in the trash, because I missed the trap that killed you (missed it by 1?!), or let the monster charge past me, or failed a knowledge check - basicly, because I failed my job - the job I said I had covered... :(

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. Nothing would bother me more than knowing that that 3rd level guy of yours, that you ran thru 8 scenarios (about 40 hours of table game time, maybe another 40 or 80 hours of hobby time at home tinkering - easily as much as a year of someones gameing) just got tossed in the trash, because I missed the trap that killed you
Do you keep the Welcome to pathfinder boon on top? That should help the new guy not die. Losing your -23 is bad, b ut losing your -1 really is that bad.

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It is not a either/or choice. Being a Skills PC does not mean we are unable to do anything in combat.
SO yes, I agree and have been saying it's not an either/or choice. You can do combat and still be good and useful out of combat. But you just put forth the view I've seen far to often of
I'll handle all the social skills, and I'm pretty useless in combat.
and think it's okay, because a person can handle all the social skills and still be useful in combat.

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nosig wrote:It is not a either/or choice. Being a Skills PC does not mean we are unable to do anything in combat.SO yes, I agree and have been saying it's not an either/or choice. You can do combat and still be good and useful out of combat. But you just put forth the view I've seen far to often of
nosig wrote:I'll handle all the social skills, and I'm pretty useless in combat.and think it's okay, because a person can handle all the social skills and still be useful in combat.
That's part of Kat's styck. Part of her opening intro line.
But she's a high level bard (12th level now) with lots of spells. And being "useless in combat" just let's us RP the "Protect the Little Lady" in combat... But I don't put her forward as a Combatant. She's not. That's not her "role"... she's not a Hero...

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Yeah, a lv12 bard has more going for it in combat than a non-combat rogue. And if you're mentioning lots of spells then you probably are throwing those out in fights to be useful.
And being useful in combat isn't set to damage. Doing buffs, being tanky and providing flanks and Aid another for a +4.
But like I've seen lv 8 characters whose main combat plan is to attack things struggle to hit with a full bab no penalty attack, TWF for 1d4+2 damage a hit. If they get their sneak attack off it jumps to 1d4+2d6+2. Doesn't bypass DR/magic
I've seen lv 8ish, can't remember the level he was exactly, character whose combat plan was to shoot one crossbow bolt. For 1dX+1 damage.
I've seen lv9 character, different from the other XBow user, pull full Xbow master and RS for not super likely to hit attacks that deal 1dX+2 damage.
I've seen lv7 character whose combat plan was to run around with a wand of cure.
All of these in the name of "I do X set of skills and not combat." Because these characters really are useless in combat.

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Thomas Hutchins wrote:
EDIT:
Also because skills don't always come up. If you're the dex skills guy and those skill never come up then you're at effectively not having skills and not having combat. Combat happens far more than most skills you bring for the party are used.It is not a either/or choice. Being a Skills PC does not mean we are unable to do anything in combat.
I build PCs to fill many roles - even Primary Combat ones. I try to play the ones other people DON'T bring to the table. As a result, I often play "Face" or "Trapsmith" or "Gadgets" or "Scout"... because no one else at the table fills those roles. I don't often have to play "Max Damage" or "Tank", as those seem to be the most common role other people play - and the 3rd (or 4th) Combat Specialist at the table doesn't really seem to add as much to the party as the "Face" (or "Trapsmith" or "Gadgets" or "Scout"...)
The reason I build very "optimized PCs" - specialists - is that I do not want to be the reason your PC dies. Sometimes when PCs die, the player looses everything they have worked for MONTHS or YEARS on. Nothing would bother me more than knowing that that 3rd level guy of yours, that you ran thru 8 scenarios (about 40 hours of table game time, maybe another 40 or 80 hours of hobby time at home tinkering - easily as much as a year of someones gameing) just got tossed in the trash,...
I generally object to the line of thinking that these are roles that need to be covered. In the VAST majority of scenarios we have no one who can disable traps. And it's fine. EVERYONE has good perception and so we see the trap and move on. Or we had the barbarian open the trap and it's fine. It's just not a role that's really needed for party success. Always LOOK for traps, but that doesn't mean you have to solve them. Unfortunately, for good or bad a scenario has to keep running after you fail to disarm the trap. This is because many groups have no one who can do this role, and therefore scenarios are not made for you to lose them when you can't do this.. unless you fall in a pit and die. Which means you should max perception ranks and check for traps cautiously like a good pathfinder.
Many characters can simply throw money and maybe a trait (Clever Wordplay for people who dump CHR) at being a face.
Buy a wand of honey tongue (2pp)
Raiment of Command?
Aspect of the Nightingale?
Ioun Stone?
Masterwork Tool (needs to be specific, but you can easily imagine some of these specific tools you could make. A stylish scarf for dealing with the upper crust of a Qadiran city, ect)
Yes, you do not have every CHR skill. Most scenarios you will only need some diplomacy to get by. But INT casting types (Wizards, Magus, ect) get a boatload of Knowledges. The investment is minimal for most characters.
When you do not have enough combat capable players, one or more than one people die and you CAN lose the scenario. Everyone, even characters who are good at social skills, should make significant contributions to combat. Encounters are balanced around combat capable PCs. The more people you have not contributing much, the more likely it is for very bad things to happen.

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Douglas Edwards wrote:Trip builds do work as soon as they have Greater Trip. Up to that point, it's still great area denial. I don't mind trip builds that much, I'm playing one myself in a Rappan Athuk game. It gives penalties to the tripped and bonuses to the others, but you can still live with it. On the other hand, a friend has a very annoying build that disarms everything, which I find annoys me to no end. Most statted enemies have only one weapon, maybe a backup, so as soon as he's around, enemies can't do anything anymore because they have no weapons left. It removes all of the challenge.Rogues that try to get sneak attack via stealth - this is mainly an unseasoned player thing though
Poison Builds that don't naturally produce poison
Crit Builds for the most part - at high levels you run into enough immune things its not worth the feat investment
Trip/Disarm builds always seem to do nothing but extend combats, nearly always that person would have been better off just hitting for damage.
It's got a sweet spot between 3 and 7 where it pretty decent which means you have one level, level 7 (unless you're getting bonus feats) where Greater Trip can really be relied on to do work. And even still its only worth actually attempting if someone else is threatening which makes it an even more marginal strategy.

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Players usually build characters to be good at one or two or three things, and perhaps okay at a few more.
The list of things you can be good at is very long. Some of them are more important than others.
You can have a party that's bad at some things and that's okay! It can make a scenario interesting.
But if you have a party that's bad at too much, things can go horribly wrong, and that is not (usually) a fun time.
Also, some things can only really be done by one person at a time so it's not as much fun to have two people who are really good at that thing.
There's so much variation in tasks and PC abilities I'm pretty sure everyone loses if we start bickering about which specific roles are legitimate and which need to be filled and which are cultural constructs that no longer have any real relevance to a modern roleplayer. Or whatever.

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My view is that you can be great at non-combat stuff pretty easily, so make sure you have something useful to do in combat.
There are a lot of ways to be useful in combat, and I've used many of them, just they aren't all directly damaging.
"Hail Andoletta, and here's a +2 sacred bonus to your AC!" (Divine defender paladin)
"Based on my extensive studies, this particular variety of demon keeps it's junk right there so that's where to hit it with you cold iron weapon." (+4 insight bonus to hit from inspirational expertise)
"Great positioning, guys! I step into flank and sneak attack with shocking grap." (multiclassed sorceror rogue)
"Wow, that's a whole bunch of level draining undead. Good thing the corridor is only 5 feet wide. I plug the hole, raise my shield, and go full defense. Wizard, feel free to fireball any time now ..."

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This is because many groups have no one who can do this role, and therefore scenarios are not made for you to lose them when you can't do this.. unless you fall in a pit and die. Which means you should max perception ranks and check for traps cautiously like a good pathfinder.
You have not played a lot of scenarios have you because honestly the biggest flaw in your argument is that yes there are TPK worthy traps in PFS that will shred your party apart before you even enter the dungeons and those have a check starting in the mid 30s.
Yes, you do not have every CHR skill. Most scenarios you will only need some diplomacy to get by. But INT casting types (Wizards, Magus, ect) get a boatload of Knowledges. The investment is minimal for most characters.
And outside of two or three instances none of the Int based casting types are ever going to be useful at more than a couple of them.

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Lawful alignments.
Rarely, I find myself in PFS scenarios I've been in where my lawful character was able to actually follow the local laws within the confines of the scenario. Usually it comes down to chaotic players/characters, but very often the scenario itself, just can't be completed "legally." And I'm not talking about murder. Breaking entry, conspiracy (that would be talking about commiting crimes), stealing, and so forth. Not to mention that pathfinders are, at best, regarded as vigillantes by local governments.
In general, I've found the lawful aspect of the alignment harder to role play with PFS groups than any other alignment option. Good and neutral alignments work very well in PFS. Chaotic often works well too. Lawful seems to always conflict with the PFS mentality.
Most of the time, Lawful players I witness are either unwilling to play their alignment, are not allowed by the GM or other players in an out of game capacity, or they just don't RP their alignment at all. The exception here, is paladins, which are the opposite, and actually expected to RP their alignment despite near constant conflict with the group's goals and plans.
Chaotic Good, or one step within that, seems to be the ideal alignment for PFS characters. It just works better with the way the scenarios are written and the way that the random groups of players play.

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Can't say I felt limited by my lawful alignment either, but then again my lawful characters tend to view their lodge as a way more important authority than local goverments and wouldn't think twice to bend a law or two to get their job done and improve their standing. If a member of the party acted against the societies tenets they would be the first to point that out of course.
In my experiences most important decisions (like if breaking the law is neccassary) are made by a short argument followed by a vote. Thats what my characters tends to suggest at least and they obviously feel bound by such a vote - even if they don't like the outcome. If there are good alternatives to breaking a law, it shouldn't be too hard to convince a party member or two to vote for that either way, as breaking laws holds an inherent risk.
Overall I feel the term lawful makes many people believe the aligment is all about following every law ever made. This obviously isn't the case as there are lawful monster races that couldn't care less about laws made by humans.

Alex Mack |

Alex Mack wrote:I've don a lot of math and am close to 100% sure that the highest melee DPR that can be achieved in PFS will come from natural attacks.Care to give some examples?
Sure. There's two different basic strategies:
Polymorph based builds which can get very many (I think you can go up to 8) natural attacks and get a high STR score via polymorphing. This works for Druids or Alchemists, or a lot of other casts but is usually more of a mid to late level strategy and honestly I'm no expert here. But from all I've seen these builds can do some insane DPR.
The other strategy revolves around class, race or item based natural attacks which are on more or less permanently. Usually Claw, Claw, Bite and additionally Gore which is easy to acquire via Helm of the Mamoth Lord or the Spirit Oni Master [Haunted Heroes Handbook]. Tengu gets claw, claw bite from level 1 a half orc adopted Tiefling could as well. A Half Orc Blood Rager, Barbarian or Ranger or even Sorceror could also have Claw Claw bite ready at level 1 or 2.
Then you need 1 feat: Power Attack and class abilities which grant static bonuses to hit and damage. Good choices include investigator, all raging classes, Archaelogosit, war priest and Champion Medium and of course Paladin or Cavalier.
If all you are interested in is DPR then go ahead and dip your toes into Bloodrager (Furious AoMF), Warpriest and Medium. I think by combining those three classes you can easily achieve 120 average DPR vs level appropriate AC at level 10. And at lower levels your DPR numbers are gonna be way ahead of the curve simply because you have more attacks with higher precision, but maybe slightly lower damage, than all other combat styles.
But the real beauty of Natural attacks is that they command so few resources (i.e. feats) for you to be a good damage dealer in the PFS level range that you can just do all kinds of other things with your build.
Also pro tip: always give your natural attacker a two handed reach weapon and make sure you enchant it. A big issue of natural attacks is that you suck if you can't full attack (if you do BBEG is usually history) and if you start combat with a large STR score a two handed weapon and Power Attack and possibly combat reflexes you can utilize this for thefirst one or two combat rounds to lay down the hurt, then once you have closed with the big bad drop that stick as a free action and go to town.
For an example build and play histories check out my Avatar Farg.

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Beckman wrote:
This is because many groups have no one who can do this role, and therefore scenarios are not made for you to lose them when you can't do this.. unless you fall in a pit and die. Which means you should max perception ranks and check for traps cautiously like a good pathfinder.You have not played a lot of scenarios have you because honestly the biggest flaw in your argument is that yes there are TPK worthy traps in PFS that will shred your party apart before you even enter the dungeons and those have a check starting in the mid 30s.
Quote:And outside of two or three instances none of the Int based casting types are ever going to be useful at more than a couple of them.Yes, you do not have every CHR skill. Most scenarios you will only need some diplomacy to get by. But INT casting types (Wizards, Magus, ect) get a boatload of Knowledges. The investment is minimal for most characters.
I have played 2/3rds of all modules and -never- seen people die to a trap. We find them, since where I play we have good perceptions. I have seen many traps that could ruin a party. But we haven't been so silly as to actually step on them..
EDIT: Wait, actually, I did see EXACTLY ONE player die to a trap. We found the trap and egged him on about triggering it, so he lay down on the trap and was killed by an ooze. Hilarious. I felt bad.
Mostly every character I have has:
Max ranks in Perception
Eyes of the Eagle (obviously not as the FIRST thing I buy, but early in your career)
Masterwork Tool of looking for traps
A trait to bring Perception in class if it was not already in class
(if it takes Additional traits to do this, OK.)
This leads to at level 5 a perception of:
5 (ranks) + 3 (training) + 5 (eyes) + 2 (tool) + 1 (trait to bring it in class trait bonus if applicable) + X (trait) = +16 + X, which is usually enough to find the trap, unless it is a hard-to-find magic trap. But that's why you have 2 people searching doors and checking the halls. Druids, Clerics, ect will have perceptions in the 20s at level 5/
Investment for this is .5 of a feat if necessary, 2550 gc, and one of your skills. Sidenote: It also helps you not get ambushed and not act in the surprise round, so it's got a dual-combat purpose. Acting in combat and going first is pretty important and most of the time the prerequisite for not getting ambushed is to see the thing trying to kill you.
Anyone can check for and find a traps. Once you've found it, you just have to either not activate it and go around it, or minimize its effects. On one character, I got a chronicle with a Wand of Summon Monster with 8 charges at CL3 for 120gc. An error in math (or discount), to be sure, but it was soooo useful in setting off traps.
I haven't yet encountered a scenario where if you find the trap but can't disarm it that you lose the scenario. I have found maybe 10-20% of scenarios that have really hard fights which if your group has players who cannot contribute a lot, then you are in danger of party wipe.

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EDIT: Wait, actually, I did see EXACTLY ONE player die to a trap. We found the trap and egged him on about triggering it, so he lay down on the trap and was killed by an ooze. Hilarious. I felt bad.
I think after that scenario the party insisted on me trying to wild empathy every trap we found...

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Beckman wrote:EDIT: Wait, actually, I did see EXACTLY ONE player die to a trap. We found the trap and egged him on about triggering it, so he lay down on the trap and was killed by an ooze. Hilarious. I felt bad.I think after that scenario the party insisted on me trying to wild empathy every trap we found...
I was GMing when a character died to a trap. The party entered the room and something exploded into fiery death. They were playing up and the character was out of subtier. So it can happen. I felt kind of bad because they had all just handled a difficult combat encounter fairly easily but then forgot to look for traps in the next room.

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To be honest, some scenarios/modules just aren't built to cope with such creatures. I love that you got it online, but isn't super optimal (but it isn't bad, either). :P
Not a lot of scenarios are optimal for large sized player creatures, let alone huge or gargantuan.
In fact I think mammothrider is a fairly suboptimal choice, because of the size of the companion, but to me there is just something deeply satisfying when I get to apply my mammoth to problems.

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This leads to at level 5 a perception of:
5 (ranks) + 3 (training) + 5 (eyes) + 2 (tool) + 1 (trait to bring it in class trait bonus if applicable) + X (trait) = +16 + X, which is usually enough to find the trap, unless it is a hard-to-find magic trap. But that's why you have 2 people searching...
Nope. The trap that has a large chance of TPKing the party can potentially get a +50. I mean there is the chance that the GM softballed some of those scenarios if you did play the harder ones but sweet jesus some of the traps are devious in PFS.
5 (ranks) + 3 (training) + 5 (eyes) + 2 (tool) + 1 (trait to bring it in class trait bonus if applicable) + X (trait) = +16 + X, which is usually enough to find the trap, unless it is a hard-to-find magic trap. But that's why you have 2 people searching doors and checking the halls. Druids, Clerics, ect will have perceptions in the 20s at level 5/
So you say that you don't need specialists but by the very nature of your math and logic you are actually arguing for a specialist. There is no way Clerics or Druids get perceptions in 20s at level 5 unless you specialize in it and honestly given the few skill points those classes get you aren't going to invest 5 ranks.

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I'm not sure I've seen a wis based character without max ranks in perception in my life playing PFS.
So all the Druid/clerics I've seen have max ranks.
My cleric I'm working on can't afford perception because of the negative int and trying to get the skill requirements for diabolist. Mine probably isn't the norm but I'm sure there are some people who run into issues with cleric's low skill points.
Druids for sure always do max it.

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I'm not sure I've seen a wis based character without max ranks in perception in my life playing PFS.
So all the Druid/clerics I've seen have max ranks.
I would guess this is another regional thing.
My cleric hasn't put any ranks into Perception. He does have Knowledge: Religion maxed though. I've also recently invested money in improving his perception.
A wisdom based character has an advantage here, but the Cleric is so short on skill ranks that I don't believe they have said advantage. Monk, Inquisitor, Druid all have uses for Wisdom and have more skill ranks per level.

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I've seen just about every ranger and druid max perception.
Clerics and monks I've seen go either way, with some maxing perception and some only putting a few points into it. Int penalties are a problem and wanting ranks in too many other skills is pretty common. At least around here.
That cleric is usually also expected to have Knowledge (religion) and Sense Motive, and sometimes they like Heal or Spellcraft or some other knowledge skill. The monks of course have acrobatics, sense motive, climb, swim, and a few other things competing for the all-too-rare skill points.