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****** Venture-Lieutenant, Ohio—Dayton 237 posts (241 including aliases). 8 reviews. No lists. 1 wishlist. 48 Organized Play characters. 1 alias.



3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

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Congrats, Barb!

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

My crafting focused wizard made the investment of crafting a Wand of Mage Armor (1st) after he got Magical Crafting as a feat. He bought the formula, put down half the cost in base materials, spent 4 days preparing, made his crafting check, and then ran out the days of downtime until he had finished crafting the total cost of the weapon. Now, he could use his wand to cast Mage Armor once each day, without using the spell slot, huzzah.

This worked great, until last scenario when he hit level 7. He can now heighten Mage Armor to 4th to get the bonus to saves. Now, he is back to casting Mage Armor each day, and the wand is superfluous.

Can he sell the wand? If so, what is the base cost for the 1/2 sell back (base materials he put down, or full cost of the wand)?

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

AcadeCon 2019
Hey friends, the folks at RPG Academy are putting on their 7th annual convention, once again at the Dayton Convention Center.
I'm trying to step up the Org Play Foundation presence over what we've seen in past years.
We're gonna try to get all 4 games happening that weekend.
The sign up for events should go live on the AcadeCon website in ~2 weeks. But you can get badges now.
We have all 3 Seeker scenarios from PFS Season 10 planned in 6 hour slots, a bunch of Season 2 of SFS, as well as the new PFS(2) scenarios. We'll also be attempting to run PACS for the first time and hope to generate some new interest there.

If you're interested in coming to play, or help out as a GM, don't hesitate to ask any questions.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

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We often see these threads pop up before the major cons. I didn't see one, so I made one.

I have a group of 4 with Tier 1-2 tickets.
Melee soldier, hacker operative, drone mechanic, and my GM credit TBD. All level 2.
Seeking 2 more players.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

The Dayton and Cincinnati Paizo lodges invite you to come join us for the 2nd annual Fallicon!
This year we're slightly further north in Dayton, OH. We've teamed up with Extra Life to raise funds while gaming. We're hoping to best the $1200 mark that we raised last year.

We have PFS, SFS, and Playtest games scheduled. We will be having a raffle of items (items and donation link forthcoming). For now, register, check out the schedule, and plan to be in Ohio that weekend.

https://warhorn.net/events/fallicon-2018


I just wanted to say that I much preferred it when there was a "player" tab and a "GM" tab. It was much easier to search if I could narrow down to something I played versus something I GM'd. The new change of combining both together means I have more pages to search through.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

Prepping this for Origins. I'd like to ask some questions about the traps. I'm spoilering this, as the scenario isn't available yet.

Spoiler:

A7
Assuming the PCs decide to ride the conveyor belts down, they pass the hatches that lead to the trash compactor. Is the Perception DC listed for the chutes or the compactor? If for the chutes, is there a way to disable that part of the trap?
There's a save for the initial falling damage effect. Is that for the damage, or to avoid going down the chute?
Assume they end up at the bottom, does the Athletics check to climb back up only come into play if they either A win intitiative or B succeed at the Engineering check to delay compression for 1 round? Or can they try this immediately upon landing, during the 1 round delay of the compression before initiative begins? Am I correct that there is no way listed to permanently stop the compression?

B2
Assuming they managed to get past the above, they get dropped right into another trap, under the smoke effects. I assume they only get the Perception check to spot it if they arrive in this room other than by landing in the 10ft square trigger area, else it automatically triggers on them.

I just want to make sure I have a good feel for this. If they decide they don't like Larry's murder room of traps, I want it to be after I ran things according to the rules.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

From my understanding, the Playtest will have a rolling window of inputs progressing through the Playtest adventure Doomsday Dawn.

Will there be a mechanic to use this adventure in a PFS-like setting, i.e. similar to sanctioned modules? We're having a discussion on how to incorporate PF2 Playtest into our existing schedule, and I'm curious if there's anything further we can use, beyond the announced Quest series and 3 scenarios.

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

I've GM'd and had reported the following:
Into the Unknown x2
Commencement x3
Claim to Salvation x1

The website shows I have 4 tables of GM credit. Why doesn't running the Quest count towards a GM Nova?

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

I've had the misfortune to be part of a couple TPKs in PFS (shakes fist in direction of Bonekeep), so I feel I know how to handle things if it comes to that in SFS player combat.
However, we've got fairly low level PCs running around in starships for the immediate future. Say, both the PCs ship and the adversary ship get reduced to 0 hull points and disabled during the same gunnery round. None of the PCs have any UPBs needed to enact repairs and no one has the Fame to get the ship towed. Is this a mission fail? How about a TPK in the expanse of the Vast as they drift on? Can the PCs attempt to scavenge from the disabled adversary ship? I've looked through the Guide, but honestly am at a bit of a loss if I find myself as a GM in this situation.


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Say a mythic monster has the Dual Initiative ability and has access to Time Stop. How many "turns" does it get per round in the Time Stop apparent time?

Dual Initiative::
The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster's first turn each round counts toward such durations.
Time Stop:
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.


Did I miss an announcement on the cost of this item changing?
My 6th printing of the Core rulebook and the below FAQ say the price is 4k for a +1 Amulet.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qd8

The PRD, as checked 2 minutes ago, lists this same item at 5k. Can anybody shed light on this?

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

I'm reasonably sure of the answer to this, but I would like someone to confirm it for me.
If you use a GM star to replay a Scenario in Standard PFS, you cannot also use that GM star to replay a scenario in Core mode. A 1-star GM only gets one replay, not one in Standard and one in Core.

Right?


I have a brand new player who wanted to be sneaky and dashing, so I ended up steering her toward the Sleuth archetype. Stats are roughly 10, 15, 12, 14, 13, 19
She's playing a Catfolk, because she loved the Khajiit in Skyrim.
Stats, race, and class are locked in.
I'm having trouble coming up with a good Lvl 1 feat. Weapon Finesse was the first thing I thought of, but she might want to go the long spear route, and has no experience in PF combat to narrow down her weapon choices.
Suggestions on other feats?

Dark Archive

I have 3 players that want to start playing Pathfinder. One of them has played a few sessions of a tabletop RPG, the others only have video game experience. They watched, and loved, Titansgrave on YouTube, which is what had them approach me to GM. I've been GMing in PFS and a home AP for a couple years, so I'm confident I handle things.

That being said, I'm having trouble deciding where to start. If you had the choice, would you prefer to play through the various adventures set in/near Falcon's Hollow, or run through the adventures in Dragon's Demand?


My players just finished off Barl and company. They'll be taking Lamatar's body back to Myriana when next we meet. I'm slightly stuck on how to give out her Inspiration. The AE book says to gice it to a Bard or the highest Charisma character. We have a Bard cohort, with a Sorcerer having the highest Charisma. Thoughts on which of the 2 characters to give the boon to? The Bard is the cohort to the Sorcerer, so the boon will benefit the same player, regardless.


I''m currently in Chapter 6 and something is bothering me about Radovan. Who is this dwarf he is constantly looking over his shoulder for?
Perhaps I'm just forgetting something, but I've read Prince of Wolves, Master of Devils, and King of Chaos. I don't remember any references to a dwarves apprehension in King of Chaos, and I assumed I'd already spoiled enough of Queen of Thorns for myself by reading the former. My Google-fu in finding the answer to this has failed me.


I just hit lvl 6 with my Core character and he's now Barb 1/Sorc 4/Dragon Disciple 1. He's a human with Intimidating Prowess, Power Attack, Combat Casting, and Arcane Strike as his feats. He has a metamagic extend rod and a headband of Cha. Spells known are Mage Armor, Shield, Enlarge Person, Alter Self and Resist Energy.
Generally, in combat, he'll charge with his greataxe, then drop it in favor of full-round natural attacks with his bloodline claws, or claw/claw/bite if he has pre-cast Alter Self (troglodyte).
For the last few levels he's worked well as a bruiser in combat. With the natural armor bonus, shield and mage armor, his AC has been acceptable. With a friendly Wizard casting Bull's Strength, enlarged, raging, and Arcane Strike, he hits like a truck.
I'm looking at an AoMF to further juice his natural attacks and figure throwing a +1 ability on is a better option than just the +1 to attack/damage. Plus, with Arcane Strike he already overcomes DR/Magic. However, I'm having trouble deciding on an ability. Having seen how often monsters are immune to my Arcane Archer's energy damage, I'm leaning against flaming/frost/etc. Anyone have a suggestion for a Core ability to add to the amulet?

3/5 5/55/55/5 *** Venture-Lieutenant, Ohio—Dayton

When I made my Investigator, he took Additional Traits as his first feat. One of those traits was Transmuter of Korada (from Champions of Purity). At the time, I believed this to be a fully legal and applicable choice that would affect his extracts. I have searched these boards for any reference to that trait and Alchemist/Investigators and found no results. In the year+ since I started this character, I have begun to have doubts that this is a legitimate build as I got more familiar with the FAQs and various rules and their applications.
So my question is: Is the trait affecting extracts legal?
If no, since retraining of Traits isn't covered in Ult. Campaign, is there anything I can do rather than carry a dead trait?

Trait: Transmuter of Korada:
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
From this FAQ, Alchemist are not spellcasters:
Alchemist: Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?
As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item.
The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.
Wording on extracts from Alchemists:
An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Only wording in Investigator that specifies caster level:
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.


So when the hybrid classes were introduced in the ACG, the restriction on multi-classing the parent classes was lifted.

relevant text on parent classes from ACG:
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).

The new archetype for Alchemists from Occult Adventures trades out bombs and mutagen to get a special homunculus companion. The homunculus gains Sympathetic Alchemy and Telepathic Link at 1st level.
Sympathetic alchemy:
Sympathetic Alchemy (Su): The bond between a promethean alchemist and his homunculus is so close that the alchemist’s extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct-whichever is more beneficial-for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master’s extracts from his formula book for him each day, as long as it’s within the range of its telepathic link.

Telepathic Link:
Telepathic Link (Su): A homunculus can’t initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.

Say you have multiples levels in Investigator already and multi-class into Promethean Alchemist. As I understand it, you now have 2 totals of extracts available per day, with different "caster" levels for them, and 2 separate formulae books. So you'll need to track which class you prepare extracts for each day.
Can this new companion be affected by your Investigator extracts, and even prepare them for the PC? Please consider cases with and without having the Infusion discovery as an Investigator talent. My gut says probably not, but I couldn't find anything online one way or another. The "knows what its master knows" part is the curve ball.
2nd question, does that mean the homunculus understands all the languages the PC speaks?


My newest PFS character has just gotten his 3rd XP, so now I have to actually commit to a build.

The idea is that he is a Halfling Investigator (Empiricist). His out of combat role is the ultimate skill monkey. In combat, he primarily uses Aid Another and Fighting Defensively with a long spear. At 4th level he'll be able to use studied combat to more reliably attack and damage if I need him to do so.

I've been going over a lot of the advice threads here and have a couple thoughts I need to expand on:
1. I know I can't stack aid another and fighting defensively into the same action, but using the Effortless Aid Investigator Talent I can do both in the same round.
2. Do Helpful (Halfing Racial) and Combat Disciple (Combat) Traits stack? Normally, I know trait bonuses don't stack, but Helpful replaces the aid another +2 with a +4, it's not a +2 bonus.
3. Burning an Inspiration I can Aid Another as a swift, use a move action for either another Aid or Combat Advice, and then a standard to Aid. Can I do 3 aid another actions in a round like this? They wouldn't stack for the same ally, but I could spread them over 3 allies.
4. Could I use Aid Another to enhance an ally's attack, and another for the same ally's AC?

Plus, I'd like some advice on trait/feat selection.

Feats I'm looking at:
Cautious Fighter
-Blundering Defense
-Uncanny Defense
Combat Reflexes
-Bodyguard
Antagonize
Additional Traits (If I can find worthy traits)
Extra Investigator Talent (so many good ones to choose from)
Focused Inspiration
Combat Advice (Ranged Tactics Toolbox - Move action; +2 to an ally's next attack, both ally and enemy have to see and hear you)

Traits I'm looking at:
Helpful (duh)
Battlefield Disciple
Crowd Dodger
Student of Philosophy
Open to other suggestions


My party will be hitting the Sevens Sawmill this Sunday. There are 6 7th level PCs, a (full level) animal companion, and a cohort. Taking inspiration from Joey Virtue's 6 PC changes thread, I have been maxing HP and adding mooks. However, with the exception of the throne room in Thistletop where I boosted Ripnuggets levels, the bards levels, added another goblin champion, and a 3rd level Sorc, these guys have still been rolling things. Nualia only lasted about 4 rounds, Skinsaw Man the same.

Party composition:

Aasimar Paladin
Human Warpriest
Ifrit Sorc/Oracle (building to EK)
Human Ranger (skirmisher/infiltrator) took boon companion to boost his wolf
Aasimar Shaman
Drow Ninja

Yes, I do regret letting a couple of these hit the table. That damage is done now


So, I've got the following changes in place for the Sawmill:
All cultists gain are Cleric 1 / Rogue (Knifemaster) 4 with the following feats: combat expertise, gang up, improved initiative, stealth synergy and the rogue talents finesse rogue and offensive defense. 44 hp
There is 1 extra cultist in each encounter. Given the chance, they cast Shield of Faith before moving in to unleash sneak attack death

Ironbriar is rebuilt as a Warpriest (Cult Leader) 8 with the following feats skill focus (linguistics), orator, wpn focus, wpn finesse, wpn specialization. Trickery and Charm blessings. 80 hp
Spells
1 - Bless, Command, Divine Favor, Murderous Command, Shield of Faith
2 - Bear's Endurance, Bull's Strength, Owl's Wisdom, Silence, Undetectable Alignment
3 - Aura Sight, Dispel Magic, Glyph of Warding
Tactics are to set the glyph at the top of the final staircase (blasting) against anyone who doesn't worship Norgorber. At the sound of the blast (or combat outside if the party finds and disables the glyph) he begins buffing
1st round- 1 swift (fervor), 1 standard, move action to stand from desk, 5 ft step toward door
2nd - 1 swift (fervor), 1 standard, move action for trickery blessing, 5 ft step to door
3rd - 1 swift to activate armor and wpn enhancements (fervor), move to open door, 5 ft step through, casts Bless as his standard.

At this point he has bear's endurance, owl's wisdom, divine favor, and shield of faith up, has a +1 unholy shortsword, and a +1 on his armor. Plus, is rocking undetectable alignment from that morning.

4th - swift cast aurasight (so he can see good aura to hit with his unholy sword), can re-up his trickery with a move if he needs, and can drop one of his offensive spells or move to attack.

Thoughts? Will this be too strong for the group? It'll be their introduction to dispel magic and silence.

For Xanesha, I'll just max HP and run as written. They will run into a Lvl 5 Lyrie with the scarecrow and face 4 stalkers instead of 3.


If you can brave spoilers for Revenge of the Kobold King and Shattered Star Book 2, I'm hoping to get some advice. One of my player's threw me for a loop and I'm trying to resolve it.

The party was in Magnimar to testify before Ironbriar against Lyrie and Orik and I needed to keep the Paladin (whose player was absent and Foxglove's target) away from the Foxglove Townhouse and the Ranger's player really wanted some combat. So, I had Ironbriar ask them to go on a errand for them after the trial. He had just gotten word of some trouble that morning outside the city. He figured this group would either kill themselves off or handle a potential issue for him. Enter the RoKK module.

RoKK:
I transplanted the lumber camp to a few days East of Magnimar. I ran the lumber camp portion pretty much as written, without Payday(?) the thug that would betray the party. In order to make the second part of the RoKK fit better into the environment, I made it a Thassilonian Ruin, not an Azlanti one.

SS 2:
Since Shattered Star 2 happens near Magnimar, I took that as inspiration and made it a ruin of Sorshen. In re-skinning the RoKK dungeon, I borrowed heavily from descriptions and enemies in Shattered Star.

RoKK:
I left the boss fight as is, but since my players were so focused on "there's a dragon behind this, I know it" I put in a large room where the King sics a Wyvern on them. (tangent: of course, the Wyvern rolls a 1 on Initiative, so it goes last and they surround it before it gets a chance to take off. They ruined the tactics I had for it).

Playing through the boss fight, my players are really digging the modified adventure and I'm pretty happy with how things are going.
SS 2:
Then came my favorite room in my modified dungeon. I had Cataryd Columns, a Marble Sentinel, and normal statues all looking like Sorshen in a side room. They found it early in the dungeon, took a step in, realized the room was bad juju, and saw no other exits so they left to clear out the dungeon. After they finished the rest, they came back and killed the constructs. Behind a DC 30 Perception hidden door, I had Lust Sinspawn and a Rune Ward of Lust protecting a clone body of Sorshen. I nixed the Phantasmal Killer trap and left the permanent Gentle Repose intact. They killed the guardians and thought they had found a real Runelord preserved over the eons. I was clear to them that the body was dead, but that didn't stop them. The clone's body is hereafter referred to as "the object".

That's when the Rogue threw it all off the rails. They had found a Bag of Holding in the loot and he decides he has to take "the object" back to Brodert Quint because he would love to study it. The rest of the party thinks this is INSANE. However, he argues long enough that they finally cave in and into the Bag the object goes. They load the rest of the loot they got into the bag too and make their way back to the city flush with the success of their favor for an important Magnimarian Justice.

We had to stop our game session before they cleared the dungeon and the Paladin's player was back for the next one, so I ran them through what I had planned in Magnimar and they were there for another week before heading back to Sandpoint to start Book 2.

SS 2:
Thinking on my feet, I decide the Gentle Repose was sourced from the sarcophagus that they didn't bring with them. A couple days after they leave the dungeon, they realize the body is now decaying. I figured this would cause them to find the most expedient way to get rid of the body. Almost all of the party came to this conclusion on their own..... except the dang Rogue. He whips off the Sihedron Medallion he's wearing, puts it on the body, and says, "We're fine now. That'll take care of it."

Once again, there is a big disagreement in the party whether it's safe to take the object back to Sandpoint. Once again, everyone else things the Rogue is COMPLETELY INSANE. This time, the Rogue doesn't feel like arguing them over to his side, so he jumps out the window with the Bag of Holding (obect inside)and hides from the rest of them until it's time to go back to Sandpoint. (This player can be both awesome and insanely difficult for the DM.) So he's bested me and the other party members; the object is going back to Brodert.

I just didn't have it in me for Brodert to dismiss the object as not something he'd be interested in. Let's face it, Brodert would LOVE the chance to study that object. The other player's warn both Brodert and Father Zantus that attempting to active the object

SS 2:
raise the body from the dead somehow

could have disasterous consequences for the town. Brodert promises to be good and Zantus vows not to help him do anything.

So here I am, stuck with how to deal with the significance of this object in my campaign. Any advice?


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I have a party of 6 PCs at 5th level that are escorting Ameiko to Magnimar. She'll be recruiting to get the Glassworks running again, while they testify against Lyrie and Orik before Justice Ironbriar.

It's been slow going in getting Book 2 started. The original target for the Skinsaw Man had to leave the group, and I had to use a lot of "around town" time to set up the new object of his attention. We've had LOTS of role-playing and virtually no combat time over our last few sessions. A couple players have expressed to me they're getting bored with all the role-playing and I want to interject some combat, fast. As it was, it was going to be 2 more sessions before they started the murder investigation. It looks like it will take a while after that to get to the Insane Asylum and then the ghoul farms.

I've looked around on the adventure finder, but can anyone recommend a good hack-n-slash that I can interject either into Magnimar or the road from Sandpoint to there? We're set to play this Sunday the 22nd and I want to do something a little more coherent than random encounters on the road while traveling. Perhaps having Ironbriar send them off on an errand to reinforce his position of authority?

TLDR - I need a 5th level module to sub into Magnimar or surrounding area this Sunday. The more combat focused it is, the better.


One of my PCs is big on constructing buildings. I've been diving into Ultimate Campaign to try to keep up with him. Can anyone tell me if Sandpoint has a sewer system? I need an answer for him on if his building will be able to have sewer access.


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After having played around a bit with some of the ACG classes, I couldn't help but think that Justice Ironbriar would make a good Warpriest. I know folks have re-skinned him as an Inquisitor in the past with success.

Also, Mammy Graul as a Gravewalker Witch. It captures the Necromancer feel while eliminating that pesky spellbook she doesn't have.

Anyone have any comments, suggestions, or critiques on the idea? Any other NPC that could benefit from a different class? My party is just starting Book 2, but feel free to chime in wherever.


Spoilers for Books 1-2 below

My group is just wrapping up Burnt Offerings. I'm going to give them a bit of downtime to buy/craft some things while they revel in their victory. There will be a few non-combat encounters with NPCs before I start them down the murder mystery.

One of the PCs is a Drow masquerading as half-elf (Shoanti on the human side) that insists upon wearing a mask, all the time. He's been further fleshing out his backstory (abandoned at birth, raised by an elven couple to see if they could redeem him, playing CN, etc...) and just sent me the below, not having any advance info on what they're going to be up against. I was definitely *evil GM laugh*-ing as I read it.

his email:
I did add the fact that he got his mask from his birth father, and that is because his father's deity was Norgorbur. So, his mask is tied to Norgorbur, but he doesn't know it. So, I though if he is wearing a mask to that deity and not knowing, it could be an interesting plot twist. Would it work for the AP for a person from a race of evil, wearing a mask of Norgorbur, and not knowing it?

Now, fellow GMs, how do I use this for great gaming? I've had NPCs give him crap for wearing a mask, but his character refuses to remove it. Although, Shayliss did slide it up after revealing there were no rats, so she's gotten at least a bit of a look at him ;) He's even gone along with being kicked out of a few shops because he won't reveal his face.

I was thinking of having him arrested as soon as he sets foot in Magnimar (someone has to have had at least a bit of a description of the Skinsaw Masks the cultists wear). Then, the rest of the party can appeal to Justice Ironbriar when they deliver Orik and Lyrie to him. They'll get some good interaction with the Justice while they vouch for their party member to get him out of jail. Any thoughts?


So, I had Daviren Hosk offer the PCs a bounty for goblin ears. They took great pleasure in collecting extra money by killing goblins they would have killed anyway. They threw me a curve-ball in the Catacombs of Wrath. They dropped, then coup' de grace'd (I don't think that's actually a word) Koruvus the mutated 3-armed goblin. After cleaning out the rest of the Catacombs, they came back to get the body. They want to return the whole body to Hosk for an extra reward, since he has the body of the goblin chief in a jar already. Any suggestions for what I should reward them?

I looked up the NPC boons and figured that would be a good place to start. None of the players have Animal Companions or any interest in mounts. So giving them a horse or 2 doesn't seem that something that would be valued. Any other ideas on boons from the stable master?


Alright, so I have the following other party members:
TWF Ranger, Sorcerer, Alchemist, Rogue/Ninja, Cleric

Right now we've all just hit Level 2. My Fighter character spends all his time in medium/heavy armor on the front line smashing heads and trying to keep the squishies safe in the back. However, for whatever reason, our party is kind of lacking in the skills department. We have 3 characters without any ranks in Perception *sigh*
So, I think I've come up with a way to help out. Note: This is NOT an optimized fighter build.

Starting point
Shoanti Human Fighter Level 1
STR 16
DEX 15
CON 14
INT 13
WIS 12
CHA 8
Fort +4
Ref +2
Wil +3
BAB +1
Feats: Fast Learner, Totem Spirit (Moon Clan), Weapon Focus (Longsword)
Traits: Giant Slayer, Carefully Hidden
Skills: 5 ranks

Level 4
Fighter 2/ Monk (Zen Archer) 2
+1 to Dex
Fort +8
Ref +6
Wil +6
BAB +3
Feats: Precise Shot (or Dodge), Perfect Strike (bow only), Improved Unarmed Strike, Toughness, Power Attack, Combat Reflexes, Weapon Focus (Longbow)
Skills: 22 ranks

All levels go into Fighter starting at Level 5.

So, I gain access to Perception and the other Monk skills, 2 more skill ranks, get +3 to all saves, pick up some utility bow feats, the unarmed strike, and the Combat Reflexes I was going to take anyway. And a bow only flurry of blows I can't use while wearing armor.

I lose out on +1 to BAB, delay weapon and armor training by 2 levels, and miss ~4 HP (2 levels at D8 instead of D10 and the favored class benefit)

Thoughts?