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Avatar-1's page

Goblin Squad Member. RPG Superstar 2013 Star Voter. FullStarFullStarFullStar Pathfinder Society GM. 2,887 posts (2,892 including aliases). 36 reviews. 7 lists. 1 wishlist. 14 Pathfinder Society characters. 3 aliases.

Full Name

Tony Buttafuoco


Honesty 1/Compassion 1/Valour 1/Justice 1/Sacrifice 1/Honour 1/Spirituality 1/Humility 1





Special Abilities

Time Travel


True Neutral


Cayden Cailean (and I don't even drink)


Melbourne, Australia

Strength 7
Dexterity 16
Constitution 9
Intelligence 10
Wisdom 16
Charisma 14

About Avatar-1

I mostly play and GM online games.

We have a great chat room where people like to join, come in and talk Pathfinder surprisingly incessantly, everyday.

We also have other people who join, ask if anybody is around (or just don't say anything), and then leave after anywhere between a few seconds and maybe 10 minutes. We usually alt-tab back or come back from the game we were playing or come home from work two minutes later and make the usual running joke about people who join and quickly leave. Stick around! Say something! Alt-tab and do something else until someone gets back to see you.

I also look after the D&D and Pathfinder Online page on Google+, although it's been a bit neglected of late. Follow it anyway, because when something is posted, you'll want to see it.

I hate Synthesists, and I dislike Tieflings.

But you know what I don't hate? I don't hate vests.

Table Variance
Here's how I make rulings based on rules that commonly have table variance:
- Wrist Sheathes (& Spring Loaded): can contain wands and scrolls, but not rods. Swift actions don't provoke.
- Swift actions: never provoke, unless the wording of the action explicitly says they do.
- Animal Companions (& Eidolons etc): go on their own initiative; you can delay if you want to go on the same initiative. If you're mounted, you can start on the same initiative, but if you dismount, I'll ask for a companion initiative roll at that time to see if the companion rolls a lower initiative (higher doesn't raise its initiative, however).
- Readied Actions & 5-foot steps: You can ready an action to 5-foot step to a particular square if you're about to be attacked, but the attacker can change their action considering your readied action has now taken place, including attacking you in your new square.
- Large-size swarms shape themselves only when they can't be in a 2x2 square, such as when moving down a 5ft corridor. When they clear the corridor, they'll shape back into a square as soon as it's feasible.
- In the unlikely event that swarms overlap, they cause damage to everything in their squares, including each other. If you somehow cause damage to a single swarm that is overlapping another swarm, one of the swarms chosen at random will take the damage. With regular AoE damage, you'll damage both of them at the same time.
- Harmful Gaseous Spells (eg. Stinking Cloud): You can't get through them by holding your breath; this is (probably) represented by the fortitude save you get. It's a different story if you have something like a Necklace of Adaption.

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