Immunity to precision damage


Advice


I am playing a Rogue currently. I am sure I will be encountering creatures with immunity to precision damage, what should I do? I am a Thief Racket.


The Total Package wrote:
I am playing a Rogue currently. I am sure I will be encountering creatures with immunity to precision damage, what should I do? I am a Thief Racket.

First, cry deeply. After that, just make sure you're doing basic melee damage boosting. I think you mentioned you were doing spore war right? Make sure your weapon runes are flaming and holy and you'll mostly be fine.


Lol, Not Astral and Holy?


Incorporeal, oozes, and swarms. And objects, but hopefully you can Thievery your way to break or bypass those, or get a bigger buddy to bash. And I guess creatures that are difficult or impossible to flank at which point you Feint or have a buddy Trip them.

Yes, Astral for incorporeal for something. With Trick Magic Item, flanking, Aid, etc. you could instead help a bruiser get their hits in.

Oozes are hardest as they come with different solutions and have so many h.p. that other resources can't really fill the gap. If they can be split, them help split them so your AoE blaster friend can eliminate them, though makes certain to time it so the AoE occurs before the (multiplied!) ooze's turn. Oddly enough the first level/cheap spell Hydraulic Push works well vs. them since it should auto-crit and because it's not a doubling of damage the ooze's immunity to crits doesn't apply. Or just whack a lot, typically w/ a bludgeoning weapon (maybe a cheap club powered by Doubling Rings because oozes sometimes eat weapons). It's less damage, but most of your swings will hit and if you take the slam/grab for someone else, that's helping too. :-)

For swarms, toss cheap alchemy in droves. Minor splash damage triggers their AoE Weakness. And/or use Trick Magic Item to cast a low level AoE that's Sustained. Hopefully all of your casters know to carry at least one non-physical AoE Cantrip for just such creatures.

And yes, these are just stopgap solutions to contribute at all. If there were an easy substitution, Sneak Attack wouldn't be as awesome as it is.


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The Total Package wrote:
Lol, Not Astral and Holy?

Thinking about it, yeah. Astral and holy. Just make sure you bring plenty of fire mutagens to stock in your shifting spider collar. At your level, you should be able to afford plenty of the moderate ones, but if you're strapped for cash a giant stack of lesser mutagens will serve just as well to set the forest monsters on fire.

Oh right. If you have an alchemist (or archetype) in the party, see if they can get the cold iron blanch recipe. If not, maybe pack a few cold iron ingots.


Ally Orb is a great item in this AP if you don't have a cold iron weapon. It's a talisman so you affix it to the weapon, then when you want cold iron, spend an action to activate it.

You won't need a lot of them, but for key fights it can really help. Astral and Holy are both awesome runes in this AP, and as gesalt mentioned Energy Mutagen for Fire will help and even the dirt cheap base ones will activate weakness which is what you really want it for.

Also, have a ranged weapon that at least has basic runes (like a returning Chakram or something). I won't say why, just trust me, lol. You will want a non-melee option at times and throwing weapons are one handed which is nice.


Gang, OP's asking for help w/ precision damage immunity, not for a cheat code for the AP's Weaknesses, a.k.a. spoilers.


Castilliano wrote:
Gang, OP's asking for help w/ precision damage immunity, not for a cheat code for the AP's Weaknesses, a.k.a. spoilers.

It's not really a spoiler when the AP's whole premise is walking into treerazer's spooky demon forest. And since you can't beat immunity, you may as well exploit every other opening the AP advertises.


Tridus wrote:

Ally Orb is a great item in this AP if you don't have a cold iron weapon. It's a talisman so you affix it to the weapon, then when you want cold iron, spend an action to activate it.

You won't need a lot of them, but for key fights it can really help. Astral and Holy are both awesome runes in this AP, and as gesalt mentioned Energy Mutagen for Fire will help and even the dirt cheap base ones will activate weakness which is what you really want it for.

Also, have a ranged weapon that at least has basic runes (like a returning Chakram or something). I won't say why, just trust me, lol. You will want a non-melee option at times and throwing weapons are one handed which is nice.

Do I need a returning Rune on my weapon or can I just get a potion of flying and deal with threats in melee?


The Total Package wrote:
Tridus wrote:

Ally Orb is a great item in this AP if you don't have a cold iron weapon. It's a talisman so you affix it to the weapon, then when you want cold iron, spend an action to activate it.

You won't need a lot of them, but for key fights it can really help. Astral and Holy are both awesome runes in this AP, and as gesalt mentioned Energy Mutagen for Fire will help and even the dirt cheap base ones will activate weakness which is what you really want it for.

Also, have a ranged weapon that at least has basic runes (like a returning Chakram or something). I won't say why, just trust me, lol. You will want a non-melee option at times and throwing weapons are one handed which is nice.

Do I need a returning Rune on my weapon or can I just get a potion of flying and deal with threats in melee?

As someone playing in this AP (so no spoilers please) so far I've found that I'm ok with my ranged weaponbeing throwing my face right at the enemy^^

We did get somewhat lucky though in a fight that *could* have been troublesome for me by our Oozeform caster Nat20 on his Grapple two times in a row lol, keeping *things* in my vicinity.


For fliers a unruned or minimally runed bow or gauntlet bow with bola shot works well. They learn to stop trying to fly after you knock them out of the air enough times. Bonus points if you can strip their reaction first so they take the falling damage.


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The Total Package wrote:
Tridus wrote:

Ally Orb is a great item in this AP if you don't have a cold iron weapon. It's a talisman so you affix it to the weapon, then when you want cold iron, spend an action to activate it.

You won't need a lot of them, but for key fights it can really help. Astral and Holy are both awesome runes in this AP, and as gesalt mentioned Energy Mutagen for Fire will help and even the dirt cheap base ones will activate weakness which is what you really want it for.

Also, have a ranged weapon that at least has basic runes (like a returning Chakram or something). I won't say why, just trust me, lol. You will want a non-melee option at times and throwing weapons are one handed which is nice.

Do I need a returning Rune on my weapon or can I just get a potion of flying and deal with threats in melee?

I mean, flying is always good to have in pretty much every Pathfinder adventure. You want a way to get that.

But it's also a good idea to have a backup weapon, and a ranged weapon makes a good backup weapon because it has high versatility. There's lots of options in this department, I just find returning cheap & convenient because having a 1h weapon you can use at range leaves your other hand available vs a bow. But any way you want to do it works.

It's harder to get precision damage on ranged attacks unless you build specifically for it, so this will be most useful if someone else is tripping, the enemy is immune anyway, or it's something you actively do not want to be in melee with.

Spore War:
There's an enemy that has a reaction to disarm weapons. This can get REAL tedious, especially since on a critical success it actually absorbs the weapon. It can't use this reaction on ranged attacks. There's also enemies that do things like engulf/swallow whole, and enemies that explode on death. So in some cases being able to do damage at distance is actively beneficial.


I have Shadowdancer dedication, would anyone recommend getting Shadow Power for Shadow Blast for a ranged option?

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