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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Using the rules: how do you handle those hard to reach scenarios?
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<blockquote data-quote="Rackhir" data-source="post: 4589833" data-attributes="member: 149"><p>So have the hostage be subject to Hold Person or have been rendered unconscious by subdual damage. There are a number of ways of rendering a character helpless. Stat drains could also work. Both Str or Dex, when drained to zero render the person helpless and immobile.</p><p></p><p>Another thought would be several Delayed Blast Fireballs placed just around the hostage, so that if they move one or more would be set off.</p><p></p><p>Perhaps a necklace of fireballs with something to set them all off at the same time.</p><p></p><p></p><p></p><p>Well there's always the note scrawled in the character's blood. Something that inflicts damage over time, like a con damaging poison, could also work, At least if the party doesn't have curative magics for the condition. Some of the curative spells do have casting times that make them unusable in combat situations.</p><p></p><p>Ex. Restoration lesser, has a three round casting time and Greater is 10 min. So if the PCs are trying to cure something with one of those spells, you just need to make sure the fatal effect takes place before they could finish casting the spell.</p><p></p><p>There's rarely an insurmountable problem coming up with these sorts of situations, but you do need to get more creative. Especially when you are hitting the higher levels</p></blockquote><p></p>
[QUOTE="Rackhir, post: 4589833, member: 149"] So have the hostage be subject to Hold Person or have been rendered unconscious by subdual damage. There are a number of ways of rendering a character helpless. Stat drains could also work. Both Str or Dex, when drained to zero render the person helpless and immobile. Another thought would be several Delayed Blast Fireballs placed just around the hostage, so that if they move one or more would be set off. Perhaps a necklace of fireballs with something to set them all off at the same time. Well there's always the note scrawled in the character's blood. Something that inflicts damage over time, like a con damaging poison, could also work, At least if the party doesn't have curative magics for the condition. Some of the curative spells do have casting times that make them unusable in combat situations. Ex. Restoration lesser, has a three round casting time and Greater is 10 min. So if the PCs are trying to cure something with one of those spells, you just need to make sure the fatal effect takes place before they could finish casting the spell. There's rarely an insurmountable problem coming up with these sorts of situations, but you do need to get more creative. Especially when you are hitting the higher levels [/QUOTE]
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Using the rules: how do you handle those hard to reach scenarios?
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