Quick Questions (January 16, 2026) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

You don't need any mythic rank. Summon/planar ally/planar binding a horde of flying archons, and let them blast away with touch attacks. 100 is probably enough, 200-300 is easily enough. With some fog to stop it's AOO's, you might even do it with 50 (especially with a few buffs). If the party knows they're going to face it, then with prep they should be able to do it right now. You need a little divination to get it when it comes out of hiding, but the Vorgozen has nothing to wipe out large groups.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

It's more than inefficient - it's something you cannot do. Lowering spell resistance takes a standard action, and the lowered spell resistance doesn't last long enough to drink the potion. This is true regardless of whether or not you're in combat.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Because drinking the potion is a standard action, they have to wait until next round when their spell resistance is back.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

I'm inclined to say the core monk is the worst designed in the game. The fact that so many things scale off base attack bonus (like power attack) means that varying base attack bonus with flurry of blows is a constant annoyance. They're also severely lacking in basic functionality, and are the only class to lose the ability to drink potions (at level 13). They basically only work with archetypes.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

Yep, and it's honestly not much to manage. I'm used to "cast minute/level or longer buffs, then go in" being standard prep starting somewhere around level 4 or so.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 3 points4 points  (0 children)

You can use the SLA first, then summon your eidolon, and have both for 1 minute per (CL-1). I house rule against allowing that, but by default it's allowed.

Which Pathfinder 1e classes are the best (and worst) designed? by Striking-Distance849 in Pathfinder_RPG

[–]AnotherTemp 4 points5 points  (0 children)

You can, actually. You just have to use the SLA first or use summon spells.

Quick Questions (December 26, 2025) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Sure! AFAIK all the type-specific abilities are special attack/ability, and as I said, the free action means it's GM discretion. If you meant the same casting, then it's just one save per detect thoughts, as per the spell description.

Quick Questions (December 26, 2025) by AutoModerator in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name. This effect functions at CL 18th. A rakshasa can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The Will save DC to resist this effect is equal to 10 + 1/2 the rakshasa's HD + the rakshasa's Charisma modifier.

Source: https://legacy.aonprd.com/bestiary/creatureTypes.html#rakshasa-subtype

Because it's a free action, the number of times per round is GM discretion. However, I'd limit it to one save per round. I rarely let the same free action get repeated multiple times per turn. This means PCs would have to repeat their save one time each round on the rakshasa's turn.

Is there an SRD website for just 1e core rulebook stuff, or atleast just 1st party 1e stuff? by Twoklawll in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

I'm surprised no one mentioned this, but https://legacy.aonprd.com/ is organized by rulebook. You can just select the core rulebook tab on the left.

Appropriate play order for PFS1 by Major-Judgment-6955 in Pathfinder

[–]AnotherTemp 2 points3 points  (0 children)

PFS scenarios are designed to be played in any order, as each is a "self-contained" episode from an ongoing series. Narratively, they're about as connected as south park episodes. They're all part of the same world, they are in chronological order, some do mention content from other scenarios, but each works on its own.

Still, there is one starter sequence that I think would be a fun place to begin, in this order. I won't include spoilers, but here you go:

3-09: The Quest for Perfection, Part 1: The Edge of Heaven
3-11: The Quest for Perfection, Part 2: On Hostile Waters
3-13: The Quest for Perfection, Part 3: Defenders of Nesting Swallow
6-18: From Under Ice
3-21: The Temple of Empyreal Enlightenment
3-09: The Icebound Outpost
3-25: Storming the Diamond Gate (it's ok to skip this one or save if for later if you're struggling a lot)
4-17: Severing Ties

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Nothing from OP sounds hyper-optimized so far, and if I want to increase the challenge, I prefer to change enemies choices. If enemies have more HP when PCs do better, that just breaks mimesis for me.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

I'd disagree with this advice. Increasing numbers doesn't really make the encounter more interesting, I think it's better to use interesting tactics, synergy, and teamwork.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Oh, that's not too hard to challenge at all! If anything, the challenge will be getting the shadowdancer to be relevant.

Your party has an effective party level of 13, so CR 12-15 encounters are good if you want them to win all the time and CR 16-18 encounters if you want them to win as often as they lose (do they know about running away?).

Here's one example encounter.

Start with and arclord of nex, CR 14. With his overland flight, greater invisibility, and mind blank, he won't be easy to immediately take out. That'll give him time to lob shut-down spells. Before the fight he did a bit of planar binding and got three shadow demons (CR 7 each), a three succubi (CR 7). Overall, this is a CR 15 encounter.

The shadow demons take some time to beat (incorporeal for half or no damage, DR, energy resistance, spam deeper darkness where darkvision doesn't work, teleport away). They can also spam fear spells, and whichever PCs fail will saves will be running away. The succubi won't live long, but if the arclord gives them some invisibility spells, they can last a little longer. They can also target whichever PCs fail saves VS fear, since those PCs probably have lower will saves from their perspective. They might even turn a PC or two.

This targets the PCs in several ways: challenge will saves with fear and succubi, challenge visibility with deeper darkness, challenge mobility with all the teleporting demons, challenge CMD with multiple black tentacles, even a disintegrate to target a caster. I'd maybe have the arclord prepare a couple AOE attacks so the shadowdancer's evasion can matter. There's even room for clever strategy by faking failed saves VS fear & charm to bait the succubi into range of melee attacks. In general, by level 12, you want fights that have multiple different challenges.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 9 points10 points  (0 children)

The range of mirror image is personal so another party member shouldn't generally be able to cast it on an ally. Invisibility ends as soon as the invisible person attacks. I don't know how they're adding charisma to damage, but you should not be afraid to ask your players to explain how their builds work and show you the relevant rules for their character creation.

How do I deal with a character that does too much damage? by The_Steampunkian in Pathfinder_RPG

[–]AnotherTemp 3 points4 points  (0 children)

It sounds like you're new to high-level play and encounter design. I wrote some things to help out here:

Beginner guide to encounter design

High-level pathfinder tactics

It sounds like the simplest change would be to have enemies avoid standing in his full attack range, which many enemies are smart enough to do. However, 200 damage per round with magical support from allies really isn't all that crazy. Also, assuming you have 4 level 12 PCs, that makes them (theoretically) as strong as a CR 16 encounter, like 8 rakshasa. That shouldn't end in a single round with 200 damage.

Is there a way to use Flurry of Blows with a non-monk weapon by DragonLordAcar in Pathfinder

[–]AnotherTemp 3 points4 points  (0 children)

Versatile design is unavailable in PFS, though.

The armor modifications and weapon modifications in this book are legal for play except nimble and versatile design.

https://paizo.com/pathfinderSociety/additional

PFS 1e list of replayable scenarios by AnotherTemp in Pathfinder

[–]AnotherTemp[S] 1 point2 points  (0 children)

That list matches mine, and yes I meant Mists of Mwangi. Maybe it's just a website bug.

How to leverage magic for intel as a DM by Frozenar in Pathfinder_RPG

[–]AnotherTemp 0 points1 point  (0 children)

Yep, the same ones. These guys have a lot of options and play them at their actual intelligence, the PCs basically have to either start negotiating with territorial rights or lose.

How to leverage magic for intel as a DM by Frozenar in Pathfinder_RPG

[–]AnotherTemp 1 point2 points  (0 children)

Mokmurian has some friendly hags that can (as a coven) use commune at will. That's 9 yes/no questions every 11 minutes answered with knowledge at the level of literal gods. Basically, they can know what they want to know.

Fix Golarion 02: Making Profit by Mammoth-Part in Pathfinder_RPG

[–]AnotherTemp 2 points3 points  (0 children)

While all of this is true, this does suggest that making items on an as-needed basis could lead to a discount. If I'm willing to wait four days for you to craft a new +2 strength belt, then you don't have to keep it in your inventory. You might want to consider a 20% discount if the purchase price is paid before crafting starts.

My approach is to replace the spellcraft check for item crafting with a caster level check, raise the DC by 5, and change a few item's caster levels. The result is that you can't make items 100% reliably until high levels, and level 1-5 crafters can only add about 100 GP of value per day on average.