Showing posts with label tanglefoot bag. Show all posts
Showing posts with label tanglefoot bag. Show all posts

Sunday, March 1, 2020

5 Low-Level Debuff Spells That Never Stop Being Useful (in Pathfinder)

One of the unfortunate facts about magic in Pathfinder is that all too often spells simply don't scale in power along with your character level. Which means a lot of the time that when you start hitting the final arc of the campaign, you can end up never touching your low-level spell slots... after all, they just don't have anything to contribute when you're going up against ancient wizards of obscene powers, or colossal dragons who can smash mountains to dust with a swipe of their tails.

With that said, though, there are a few low-level tricks that are worth keeping up your sleeve. Just in case.

There. That should put a cramp in your style.
If you're a fan of debuffing spells, then here are a few that you should hang onto no matter your level, because they're always going to be good to have on hand... they just won't end encounters are higher levels the way they can when you're at the start of the campaign.

#1: Adhesive Spittle


Well, this won't end well for anyone...
Out of all the cheese we got to play with in the Advanced Class Guide, this spell remains one of my favorite additions. A first level conjuration spell, adhesive spittle is basically a magical tanglefoot bag that you spit out for an automatic hit. The difference is that you can hold the spell for 1 round/level before the spitting happens (it's only got a 15-foot reach), and the save DCs and attempts to get out of the goo are modified to reflect your spell DCs rather than what's standard in the book. That can be a big benefit as the game goes on, especially if you are specialized in conjuration.

The benefits of this spell, aside from not requiring an attack roll to hit, are that being entangled can seriously hurt an enemy's effectiveness. It cuts movement in half, even if the target isn't stuck to the ground, and they can't charge. They also take a -2 on attacks, and a -4 penalty on Dexterity (so a -4 overall to attacks from Dex-based enemies, but also things like reducing the Reflex save and AC, which can come in quite handy). Spellcasters who are entangled also need to make Concentration checks, which probably isn't a huge deal at higher levels, but every little bit helps. This spell also doesn't allow spell resistance, which is a big deal when you start hitting a lot of foes with SR.

It's not overkill, though, because it has all the same limitations as a tanglefoot bag. It can be torn apart, broken, or removed by the target, which removes the penalty easily, but still eats up actions and time. Additionally, it only lasts for 2d4 rounds once deployed, and it can't affect any creatures bigger than Large size. It's also ignored by freedom of movement, and spells which grant similar effects, which a DM might start tossing in if you liberally use this one. Still, within those limitations, it's a handy way to toss a spanner into the enemy's gears.

#2: Web Bolt


Speaking of things that aren't good for your enemies...
Something that came to us out of the Advanced Race Guide, web bolt is basically a one-target version of the web spell. In addition to being a 1st-level spell, web bolt also takes up significantly less of the battlefield, while still inconveniencing the subject of the spell in question.

This spell also doesn't require an attack roll, but targets do get a Reflex save. If they fail, however, they now have the grappled condition (which gives them a -4 penalty to Dexterity and a -2 to attack rolls except for attempts to break a grapple, and it prevents them from doing anything that requires 2 hands... they're also stuck in place). There's a concentration check for spellcasters who get grappled, as most wizards out there know. It also allows no spell resistance, and unlike adhesive spittle doesn't have a size restriction, so that can come in handy when your monster is just too damn big to actually use a tanglefoot bag on.

While this spell technically lasts for minutes per level, the creature can try to break free every turn with a CMB or Escape Artist check. While the negatives might stop them (especially if they have other debuffs on top of being grappled), you're still eating up their actions as they try to get free. A solid use for a low-level spell slot.

#3: Touch of Gracelessness


Fall down, go boom.
While most of us think of ray of enfeeblement as the go-to 1st level nasty debuff, in my book touch of gracelessness hurts so much worse. Brought to us in the Advanced Player's Guide, this transmutation spell gives you a much bigger bang for your buck. Short version is that you make a melee touch attack, and you inflict 1d6 + 1 per 2 caster levels (maximum 1d6 + 5) penalty on the target's Dexterity. If the target moves more than half their speed, they fall prone, and if they fly, they reduce their maneuverability category by one. It lasts for 1 round/level.

Now, the target gets a Fortitude save to resist this, which will cut the penalty in half. But at level 10 (the last time you'd get an increase), you can roll a minimum of 6, with a save that's at least a -3 penalty to their Dexterity. If you roll well, and they don't, it's a -11 penalty to their Dexterity, and that can be game changing. It represents a lowered attack in many cases, lowered AC, lowered Reflex saves, inability to run away... that target has become a sitting duck. And when combined with the two debuffs we've covered already, this could quickly become a nightmare in a one v. party throw down.

But there are hefty risks involved. The first is that you have to make a melee touch, and that is especially bad at higher levels when you are squishy, and monster is dangerous. However, if you can sneak up unseen (or deliver the spell before the enemy can react) you may be able to abscond with your win. You could also have the spell delivered by a familiar, by the spectral hand spell, or by using the Reach Spell feat, or a metamagic rod. The spell also needs to actually get through spell resistance, which can be a pain at higher levels (though the potential reward can certainly be worth it).

#4: Frostbite


Baby, it's cold out here...
First debuted along with the magus in Ultimate Magic, this spell doesn't seem like that big of a deal. A touch attack that deals 1d6 + 1 point per caster level of non-lethal cold damage, it also bestows the fatigued condition onto any target as long as that damage persists. This spell is never going to be a big deal to a high-level monster's hit points... but that's not why you cast it.

For those not familiar, fatigue is a nasty condition. A creature cannot run or charge while fatigued, and it imposes a -2 penalty to Strength and Dexterity. And doing anything that would cause you to become fatigued instead renders you exhausted, which is a whole separate pile of particularly gross fish.

Now, that's only a -1 to Reflex saves and AC, to attacks (since we're hitting Strength and Dexterity both), and a minor issue with movements. It's not a huge deal, especially considering that it allows spell resistance, and you've once again got to get close enough to actually touch the target (or use one of the other methods of delivering the spell). It also won't work on creatures immune to fatigue, like undead, constructs, and the like. However, it's a nice bit of middle finger icing on the cake, and it can help stack just one more straw onto a target to help ensure they can't do as much damage to the party as they otherwise might. Additionally, and this is the really sneaky use, frostbite is a great way to mess with barbarians. Because more often than not they lack the ability to Rage while fatigued, which might allow you to shut off one of their main powers before they can hit the party like a truck... if your initiative is fast enough, anyway.

#5: Mudball


And here's mud in your eye!
Another one out of the Advanced Race Guide, mudball feels like one of those useless, gimmicky spells that only goblins toss your way in low level encounters. A conjuration spell with a close range, any target actually hit with a ranged touch attack is immediately blinded. They can make a Reflex save on their turn, or spend a standard action wiping the mud off their face on their turn, and as soon as they do, boom, the blinded effect ends.

However, the question is what can your party do between the time the mud ball lands, and the time the enemy wipes it off their face.

Because when a target is blind, they take a -2 penalty to their AC, and lose whatever Dexterity bonus they had to their AC. Your party is considered to have total concealment against them, meaning the target can't take attacks of opportunity while the others move into position. It also lets folks with sneak attack roll all of their dice when attacking the blinded creature. It makes them easy to hit with other effects while their guard is down, and best of all mudball doesn't allow spell resistance. So even if the bad guy shakes off the ball first thing on their turn, you've still got everything else that could happen. And if they don't manage to clear their vision with the Reflex save, you've also eaten up their standard action to wipe the mud out of their eyes... that's a big win at higher levels when they might instead have cast a devastating spell, or taken a dozen attacks against the party.

As with anything else, it's not a universal win. Creatures that have blindsight (dragons in particular) aren't going to be impacted at all. Enemies who have Uncanny Dodge or similar abilities may be able to fight blind, being down but certainly not out just because they can't see. Still, there are far more enemies who need their eyes than there are those who don't in the course of any given campaign.

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Saturday, May 9, 2015

How to Shut Down Spellcasters in Pathfinder

Magic is perhaps the most potent force in fantasy roleplaying games. From the sheer destructive power of evokers, to the mind-twisting subtlety of enchanters, to the holy wrath of clerics and oracles, there's a reason your final boss often ends up being a human bursting at the seams with spells. After all, what could be more deadly?

What indeed?
Hundreds, perhaps thousands, of parties have met their ends when facing masters of arts mystical and arcane. If you want to make sure your party isn't numbered among them, here are some tactics you should keep in mind the next time you have to beard a necromancer in his lair.

Alchemical Aids


I mentioned a lot of stuff that could save your butt in my guide The Best Alchemical Items For Your Pathfinder Party, and in between the swarm-killers and troll styptics I pointed out several items that can make a big difference when it comes time to throw down with magic users.

Top of the list are tanglefoot bags. These sacks of goo don't do any damage, but their actual effects can be game changers. Targets who are hit with a tanglefoot bag (a touch attack) have to make a DC 15 reflex save or be stuck to the ground. Even if they make the save they're still entangled for 2d4 rounds, which means a -2 on all attack rolls, a -4 on dexterity, and casting any spell requires a concentration check. That can have disastrous results for any magic user. You should also keep Spider Sac in mind. While the negatives aren't as bad, it acts like a lasso. In short, if your target wants to get away then he or she has to take a standard action to break the goo rope you've just stuck to them. A great method to keep magic users from running away.

Another great monkey wrench to throw into a caster's plans is a thunderstone. Again, these items do no actual damage, but if those in the area fail a DC 15 fortitude save then they're deafened for an hour. A deaf spell caster has a 20 percent chance to blow any spell with verbal components, which can be a life saver for parties who want to strip an enemy's capabilities. This strategy works best with wizards and sorcerers due to their low fortitude saves, and traditionally low Constitution scores.

There's one other bottled solution that can be a serious aid for you; alchemist's fire. While typically used against swarms, alchemist fire provides 1 round of recurring damage. We all know that casters who are injured during a spell must make a concentration check equal to 10 + damage taken + spell level in order to not lose the spell. The same is true for recurring damage, except the check is 10 + 1/2 damage taken + spell level. It doesn't do you any good if the caster is immune to fire, but if he isn't then you might cost him a spell in addition to doing a greatsword worth of fire damage.

Fighting Dirty


There are a lot of ways you can trip up a spell caster. Perhaps the most basic is to ready an action until you see the magic user putting a spell together, and then to attack (this usually requires some kind of ranged weapon). As we all know getting hit during a spell requires a concentration check that adds the damage you do into the DC. That's going to be a big problem for most casters, unless you do minimal damage or they have some truly huge bonuses on concentration checks.

The dirty trick combat maneuver is often overlooked by players. After all, what does it do but allow you to give someone a handful of minor status effects lasting between one round and a few rounds?

Ow! Ugh... all right, which of you is hurt? I can't see shit...
While it requires you to get into melee with a spell caster (something that rarely lasts for more than a round or so, if you can manage it) you can do a lot of damage to that enemy's strategy in a short time. Boxed ears or spit in the eyes can make the caster deaf and blind respectively, and if you have the Dirty Trick Master feat (not to be confused with my post A Pathfinder Build For A Dirty Trick Master) you can make a spell caster sickened and then nauseated, which means he or she can't cast spells at all for that round.

Even if you opt not to use the dirty trick combat maneuver, you still have grappling available. Spell casters tend not to have terribly high combat maneuver defense scores, which means grappling them should be pretty easy (assuming they haven't cast freedom of movement on themselves). A grappled spell caster has to make a concentration check to cast while grappled, and if a caster is pinned it's impossible to cast any spell with a somatic or material component. That can take away a magic user's options in a big hurry if they aren't prepared for it.

The disarm and steal combat maneuvers are another smart move, since you can use them to yank away a spell caster's holy symbol or material component pouch. Of course taking eschew materials or one of the many traits that gives you a tattooed holy symbol or a birthmark holy symbol will render such attempts less useful, they're still a solid bet if you can get close enough to rip out the spell caster's batteries, so to speak.

Additionally, if you're a fighter (or a class capable of taking feats as a fighter would be) the Disruptive feat (Core Rulebook 122) is something you should keep in mind. When you get to a certain level casting defensively becomes a formality in combat, but if you have Disruptive you add +4 to the DC the caster has to beat. Add in the Spellbreaker feat (Core Rulebook 134) and you get to smack any casters you threaten when they fail their checks.

It might also be a good idea to take feats like Step Up (Core Rulebook 135) so that when a caster (or anyone else) attempts to step away from you, that you get to follow. That way they still have to make the concentration check to cast, which can be an issue at low levels, or under adverse conditions (like a sword in your face).

It's also a good idea to keep a net or a lasso on hand. These cheap, common items allow you to render an enemy entangled, and if you have the lasso you can make it harder for them to get away. It's easy enough to break, but that's just one more thing your enemy will have to spend an action to do.

Lastly, monks and brawlers looking for their time to shine should put their Stunning Fist and Knockout features to use against spell casters. Since these abilities require a fortitude save, the chances of being able to hit an arcane caster's reset button is fair-to-middling. That can be a combat ender if the rest of the party can dog pile on the individual.

Fighting Fire With Fire


One of the most potent ways to shut down enemy spell casters is, of course, to bring your own. While it might sound like a nuclear deterrent sort of situation, there is a lot of strategy that goes into nullifying the threat posed by an enemy magic user.

Never underestimate the power of a bard.
The counterspell mechanic (Core Rulebook 207) is something we almost never use as players. It doesn't seem like a good economy of action, since you have to ready an action to counter a spell, and if the enemy caster uses Silent Spell, Still Spell, or does something other than cast such as use a magic item, your action was wasted. Even if the enemy does cast a spell there's still a lot of chance that goes into it. Do you have the exact spell prepared that your opponent is casting? Do you have dispel magic prepared, and can you beat your enemy's caster level? Do you have the right feats or class abilities (like Improved Counterspell, Varisian Tattoo, or the Counterspell Wizard School) which mean you're going to make a perfect foil?

Maybe you do, and maybe you don't. Still, if you are going to walk into a fight with a powerful spell caster it would behoove you to be able to both stop him from casting any new spells, as well as to dispel any buffs he already has cast on himself. If you want to go this route examine the Counterspell Wizard School, and the counterspell abilities you can take as an Arcanist.

Even if you are not a counterspell specialist you have options available. Silence, even if it's cast from a wand, can strip an enemy spellcaster of options and force him to move where you want him to move (in addition to protecting you from any sonic effects, or effects that require you to be able to hear the caster speak). All you have to do is cast it on an item or in space, rather than on the caster himself; items you're holding and points in space get no saving throw. Obscuring mist can make it impossible for an enemy spell caster to target you, but you can still target them if you have an item like a goz mask or fogcutter lenses, or the 9th level ability of the Boreal sorcerer that lets you see through mist and fog. I made this very recommendation in my Batman character build. Wall effects can give you some breathing room, or cut off your enemy's maneuverability, essentially letting you re-draw the map in your favor instead of your enemy's.

There are also spells like pilfering hand, which allow you to use disarm or steal at a distance. It's the same move mentioned for your martial classes, but you can do it safely from further away. It doesn't do you much good when you're facing creatures that have spell-like abilities, or the aforementioned tattooed clerics or sorcerers, but it's a handy strategy when that isn't the case.

I'm going to repeat it, because it bears repeating; do not overlook the importance of dispel magic. If you pump your caster level up it will become simple for you to grab whatever spells your foes are casting, or which are already in effect, and wrench them away like they'd never existed.

There Are No Guarantees


Given all of these different options it seems like spell casters would be no challenge for a properly prepared party. One or two rounds to render the caster de-buffed into the ground, a knock on the noggin from the monk, and the combat's over.

If only it were that easy.

Baleful Polymorph is always an option...
While good strategy is a big part of triumphing over an enemy spellcaster, it's important to remember that for every move you make there is a counter your enemy can make (or become). For example, spell casters that have tremorsense know where you are even while they're blind and deaf as long as you're touching the floor. Spells like true seeing, or arcane sight can pick you out of thin air, even if you'd otherwise be hidden or concealed. Undead casters like liches and vampires are immune to nearly anything that requires a fortitude save, and if a caster uses grease or freedom of movement then getting a grip on them becomes somewhere between difficult and impossible. If your enemy starts flying then it's impossible to get in melee with them unless you've got some method of getting yourself up to them.

That's why it's so important for you to have a big bag of tricks. If all you've got is one or two gimmicks then you're going to end up bringing a cestus to a gun fight. The more options you have available to you, the better your chances of being able to pull out a win even when things look grim.


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Tuesday, August 5, 2014

The Best Alchemical Items For Your Pathfinder Party

Alchemical items are one of the most overlooked tools available to adventurers in Pathfinder. These unusual creations may seem quaint, even quirky, but they can be the difference between character death and snatching victory from the jaws of defeat.
Below is a list of some of the more useful items and groups of items that players will run into. In the descriptions you'll find the upsides, the downsides, and the appropriate levels to use these items at. Some of them are only good for starting parties, while others can be used all the way through epic level. It just depends on where your game is at.


Grenade Weapons

Athos, Porthos, and Inflammable
Everyone knows these items: alchemist fire, acid flasks, and holy water. Found on page 160 of the Core Rulebook they're the three musketeers of lower-level dirty tricks. Alchemist fire does 1d6 of fire damage to the main target, automatically setting it on fire and splashing out to do 1 point of fire damage to all adjacent squares. Acid also does 1d6 with splash to all adjacent squares, but no recurring damage. Holy water does 2d4 damage to an undead or evil creature, and can be poured out over incorporeal creatures which makes it a handy weapon at lower levels against ghosts and evil there-not-there enemies.
That said, none of these items are really much use past level 5, and most players dispense with them by level 3 or so. The reason is simple: not enough bang for the buck. They're great against swarms, who take double damage from grenade weapons, and they're a lovely touch attack against enemies with really high armor classes, but they take a move action to draw and a standard action to throw. Even Quick Draw can't solve this problem. As such players tend to stop carrying any of these except for emergency situations, or because they just plain forgot they had a grenade left over in the bottoms of their backpacks.

Smokesticks and Thunderstones

Ninja Vanish!
These two items are very undervalued for their strategic capabilities in a fight. Thunderstones have a range of 20 feet, a radius of 10 feet from the point of impact, and they require a DC 15 Fortitude save to avoid being deafened for an hour. That's a -4 to Initiative, a 20 percent miscast chance on spells, and a field day for rogues who only have to worry about keeping out of sight instead of being heard creeping up. This is a big boon, but the problem is that it comes with a relatively low save. A 15 is a terrifying proposition at lower levels, with even fighters and barbarians being at a 50/50 shot to avoid being deafened. As the threat levels increase and creatures get bigger, badder, and have Fortitude saves that would make PCs cry if they could see them, these stones may seem pretty useless. On the other hand, spellcasters are squishy at nearly any level, and the potential to lose spells makes one round spent to chuck a thunderstone seem like a pretty worthy endeavor when it could save you from a fireball or a flamestrike.
The thunderstone's companion, also found on page 160 of the Core Rulebook, is the humble smokestick. It creates a 10-foot cube of smoke as per the fog cloud spell, and unless the smoke is blown away by a strong wind (not common in dungeon settings) the cloud provides concealment. Said concealment works both ways sadly, but for those players who need to hide from archers, who need a distraction to make a stealth check, or who need a ninja-vanish for a retreat, smokesticks are a great way to Batman in or out of a fight.

Sticky Situations

Why am I dripping with goo?
Tanglefoot bags have become a phobia for several DMs, and for good reason. While players rarely use these items they are a great way to debuff a villain regardless of the thrower's class or combat capabilities. On a direct hit it requires a DC 15 Reflex save, or the creature is stuck to the floor. If the creature was flying the results on a failure mean that it crashes. Even if the target makes the save though, it's entangled for 2d4 rounds. That's half movement speed, -2 on attack rolls, -4 on Dexterity related checks, and a concentration check of 15+spell level any time it tries to cast a spell. While it doesn't work on anything bigger than Large size, a tanglefoot bag can be a huge pain in the butt for any enemy of the appropriate size.
Tanglefoot bags come in other flavors though! The tangleshot arrow (found in Elves of Golarion) is still a touch attack, but it has the ability to be drawn and fired like any other arrow complete with range (well, half the range anyway) and rate of fire. The trade off is that it's only a DC 10 Reflex save not to be stuck to the floor, and the concentration check is only DC 10+spell level. On the other hand, a barrage of these arrows can very quickly stick your enemies in their tracks. Also, for those who prefer the flavor of the friendly neighborhood web slinger, there's Spider Sac (found in the Advanced Race Guide). Spider Sac is, more or less, a 10 foot web-shooter that can be used when climbing, swinging through the air, falling, or it can be used as a lasso when a touch attack is made against an opponent. This leaves the opponent entangled, and at the end of your rope.

Weapon Blanches

Apply With Caution
Weapon blanch comes in a variety of shapes and styles. When applied to a blade it gives that blade the ability to overcome different kinds of damage reduction, or in the case of ghost salts the ability to hit incorporeal creatures. These items are typically considered useful until the players can start buying magic weapons, but it never hurts to keep blanch on hand for fighting creatures whose DR isn't going to be pierced by the weapon you've got.

An Ounce of Prevention, And A Pound of Cure

Because sometimes the cleric is the first to go down.
One of the most overlooked items that players can use are Antitoxins and Antiplague (the former in the Core Rulebook, the latter in the Advanced Player's Guide). These things give a +5 bonus to poison and disease saves respectively for an hour once ingested. They're great to keep on hand in case plague-born undead start reaching out from the streets for you, or in case an assassin with a trademarked poison has marked a party for death. They need to be used carefully, but a +5 bonus is nothing to sneeze at when it comes to staying healthy. Soothe Syrup (found in the Advanced Player's Guide as well) has a similar effect on sickened and nauseated characters. Lastly, for those who want to be prepared when battle breaks out, it's a good idea to take a draught of Troll Oil. This disgusting brew automatically stabilizes characters that have drunk it (for one hour), and it has a 50% chance to end any bleed effects.
Alchemical items can also fix you right up even if you don't take them before getting hurt. Bloodblock (from the Advanced Player's Guide) ends any bleed effect instantly, and provides a +5 bonus on Heal checks as if the person had used a healer's kit. Smelling Salts (from the Advanced Player's Guide) give players who are rendered unconscious or staggered by a spell effect a new save, and they automatically revive a dying character to consciousness. A handy trick if the fighter needs to drink a healing potion or the cleric needs to channel energy, but they're currently at negative hit points. For those who don't have access to magical healing, or for those occasions where the healer is dying, a dose of Troll Styptic (Seekers of Secrets) is a great field dressing. It automatically ends all bleeding effects and ongoing damage, granting the recipient 2d4 rounds of fast healing 2. It does require a Fortitude save of 15 to not be sickened while the dressing does its work, but being a troll is far from pleasant.

Miscellaneous Alchemical Items You Should Keep Around

Like a Canadian armory, you never know what you might need.
Sometimes it isn't worth stocking up on a certain alchemical item, but it's still nice to have in a pinch. Some of these include:
Ward Gel:
Made for particular elements, this gel acts as protection from energy 5 up to 20 points of damage for one hour. Great for raiding dragons and frost giants alike!

Bachelor's Snuff: Golarion birth control, this snuff renders male humanoids sterile for 2-3 days or so.
Smoke Pellets: The original ninja-vanish, these items are great for quick distractions that confuse enemies and allow for fast escapes (or assaults).
Everburning Torch and Sunrods: With so many characters that can't see in the dark, don't you want to have a few of these handy?
Clear Ear: It provides a +2 alchemical bonus on Perception and Knowledge checks, but a -2 on Charisma. Cranky rogues anyone?
Barbarian Chew: Side effects may include ugly red teeth, and an extra round of Rage if a barbarian enters it in the next hour after chewing.


Carrying it All


One of the biggest downsides of alchemical items is that they tend to ride in a backpack, or buried at the bottom of a bag of holding. For those who want to have them close to hand, along with wands and other useful items, it's a good idea to check out the bandolier, the adventurer's sash, and other great items listed right here in my guide to non-magical equipment.

You know you want one.

Why Bother?

It's true that the bonuses and usefulness provided by alchemical items can easily be provided, or exceeded by, magic. That's why few players bother with alchemical items past level 5 or 7. However, alchemical bonuses are one more category of bonus to add to a player's array, and what's even better is that they can't be dismissed or dispelled. They're great backup weapons, and they get around all those nasty immunities and resistances that many creatures have. They're also great holdouts for well-prepared rogues and combat characters who need to have a trick or two up their sleeves to make an impact on the big bads.

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