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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,174 posts (6,015 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 19 aliases.


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The building the shop is in is a 2-story shop/housing complex. There are typically apartments on the second floor and in back behind boutique-style shops like Lavender. The front door offers access to the apartments as well as the door to the shop. The roof is moderately pitched and covered with red terra cotta tiles. Stairs offer access to the second floor in the hall just past the door to Lavender as well as right next to the storefront window.

From their vantage point on the roof, there doesn't actually appear to be any easy access from the rear (fire codes not being much of a thing in Korvosa). There are no windows in that direction, for example. All the windows point out the front of the building - including shops on the ground floor and apartments above (generally shuttered).
The view in the front window shows Vendra greeting customers and otherwise directing them about while two young women clerks handle the transactions with customers from behind a counter. There are two more husky but well-dressed guards in the main shop.

I've put a map together (with a long queue of commoner tokens) to indicate the extent of people milling about. I've placed Cassandra and Amira roughly on the roof. And I've exposed the shop's interior, though if Cassandra or Amira wanted to be directly above that space, we could just put a border on them to indicate they're on the roof.

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As a player, I usually try to sit as closely as I can to my GM - having had a relatively soft-spoken GM in the big ballroom at Gen Con, it was kind of necessary.

That said, as the game goes on, my senses usually get better at picking my GM out of the surrounding noise. So maybe starting to interact around the table early as the players are settling in and everyone is getting situated might help everybody get accustomed to each other's voices and picking them out of the general din.

Quietly, Alara moves to the door and listens... but hears nothing. All seems reasonably quiet in the castle - or at least anywhere near this door.

Lavender is nestled within the Heights neighborhood of Korvosa, less than a block away from the Acadamae (which probably has something to do with Vendra Loaggri finding a nest of imps a few years back) and it isn't hard to find with its distinctive amethyst-colored windows. There's a line of customers extending out the front of the shop and down the street - four blocks down the street. In the queue there are some people who seem reasonably healthy and others who exhibit the coughing and blistered symptoms of the blood veil. The few other people about on the streets in this well-to-do district are giving the queue a wide berth.

Currently, the situation seems reasonably peaceful. At the front of the queue, or at least where it enters the shop, a thickly built, well-dressed man wearing a purple cravat stands watch over the line. Next to him stands a sandwich board that says "Lavender's Luxuriant Liniment - 2 gold".

The room is a fairly large hall supported by 4 tall columns. With closer inspection, you determine that much of the debris were wooden cages or kennels, at one point set up along the walls but now scattered about the room. A bed of furs and rags sits in the center of the room with a smaller heap of bones - small animals and birds, primarily - and partially eaten turnips beside it. The room reeks like compost and rotten food.

A few moments search of the bed and you find a large pouch with coins in it. 77 gold coins, to be more exact.

There is one other exit, roughly across from the door you entered by, a door that leads deeper into the keep.

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I would expect most GMs to allow it. They may not technically be hit points but non-lethal damage is close enough. I think they're mostly trying to avoid trying to use power attack to add to stat damage, which would be problematic becuase they're on non-compatible scales. Non-lethal damage, however, is on the exact same scale as hit points so there really should be no problem.


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Deranged_Maniac_Ben wrote:

I don't agree with Steve Geddes on much, but I agree on this issue. I actually don't mind "permanent mysteries" (I like them, in fact). What I am bothered by is when the author(s) says that it isn't a mystery and they do have an answer, but will never reveal it.

I'm on the flip side of this one. James Jacob's has made it clear that Golarion has a canon that precedes Paizo's publication of it - hence the various changes that have occurred, mostly off the books, when authors have gone in directions different from his vision yet have made it into publications. So of course, there's an answer to the mystery in his version of Golarion.

But by keeping that information out of our hands, that's a key piece in saying "Go run your version of Golarion". Every GM is going to come up with a different answer to the question. Making that decision, or thinking about it even if the GM makes no decision, is when that campaign really crosses the Rubicon, to use a classic reference, and becomes irrevocably different from every other one - including James's.

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Cyrad wrote:

I decided as a GM that the reason Aroden died is because the Starstone's effects are temporary. He lost his divinity and either died or got trapped somewhere without his divine powers to get him out. This explains why Pharasma won't say anything (would devastate multiple religions and societies) and why the Starstone Doctrine was wrong (the prophecy foretelling of Aroden's return as a mortal was misinterpreted as his return to the Material Plane). It also fills a plot hole as to why the Aboleth, a race of super intelligent creatures, would punish humanity by delivering a rock that turns people into gods.

I had been thinking of that as a potential answer for Aroden's death as well. I didn't worry about any plot holes, though. Though the aboleth may be super-intelligent, it's hard to control for all unintended consequences.

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Cavall wrote:

Additionally N N 959,

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action.

Required is the word you want to focus on there. You could take 59 hours to reload a crossbow if you wanted to. Just because something is possibly done quicker it is under no requirement to do so.

I can shower. I can bathe. One takes longer both reach the same goal.

Your ability to bold what you want and leave the rest out is exceptional.

Well, now hold on here. There is a class of actions that cannot be taken in a longer slot - swift actions. That prevents any caster from casting swift action spells as move or standard actions. Nobody's really disputing that.

But I'm not sure it's clear that free actions fall into a type of action that can be taken in a longer slot. And that's the rub with this particular condition. You and Brain in a Jar are basically saying you can (at least in some ways), but that isn't obvious in the rules. And if people are going to be sticklers about not allowing free actions with the nauseated condition, maybe they shouldn't complain about people being sticklers about not being able to perform free actions as move actions.

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I think there is and most people would perceive a difference between a person drafted, handed a gun, and told to kill the enemy and a person drafted, handed a rake, and told to rake up a minefield.

A moment's work by Masamune and the deed is done. The ogrekin is dead.

The flail she bashed Alara with turns out to be nicely made - even the poor living conditions she resided in did little to hide the fact that the flail is masterwork quality. The stained leather she was wearing? Not so much. Those are worthless.

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Kryzbyn wrote:
thejeff wrote:

I think the diplomatic mission (which was probably just a cover story anyway) was from the Senate to Alderann.
They were attacked over Tatooine, so if they were going from Coruscant to Alderaan, they went the wrong way...

It's not the wrong way if you're on your way to pick up a dignitary like Obi-wan Kenobi for a state visit to Alderaan.

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Maybe you should lighten up a bit. I don't see how one event is going to affect their alignment at all. What they did was dumb - but unlikely to actually have an effect (at least in most games). While it makes sense that good characters would be horribly offended at these yahoos trying to invoke an evil goddess in the raising of their comrades, a bit of berating them is probably all that's really necessary. They're not clerics, they won't wield powerful divine spells - there's a limited amount of damage they can really do.

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I generally enjoy riddles and they fit in with fantasy RPGing reasonably well because of their presence in some of the source material. You just have to make sure they don't block overall progress in the adventure if the players can't figure them out.

I also think hints should be accessible based on skill or intelligence checks for the PCs. In this case, a good hint would be:

highlight the odd phraseology of the 3rd line. If they aren't quite on track, that should help.

That takes 2 days to accomplish, but since the message comes from Kroft after a few days, you can have it in hand by the time you set out for the Citadel.

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Brain in a Jar wrote:

Crawling makes you prone.

Does everyone in your games only get prone by dropping to the ground? Strange.

Well, you know how these rule debates go. If you people argue RAW with respect to action substitution and not allowing free actions with move actions, you gotta argue RAW with actions like becoming prone.

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Kahel Stormbender wrote:
With a passage that only stops magic from passing through sitting right next to you. Which means wind, cold, heat, fog, smoke from a forest fire, all this is allowed through. The 'window' needs to be permeable otherwise you'd suffocate if you spent too long up there.

It's a spell, I'm not going to sweat the amount of fresh air in it. Nor am I going to assume the "window" is anything like a real window as far as being permeable to air, weather, or ammunition. When I run the game, the PCs aren't doing any shooting out from it, nor are they subject to the weather.

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Kirth Gersen wrote:
Guru-Meditation wrote:
important rooms lead-sheeted.
This one always ruins my sense of verisimilitude. Not because lead shouldn't do that -- it totally should -- but because it's the only substance that does so, and yet it's cheaper than adamantine, instead of 1,000x more costly. If lead were the only thing keeping scry-and-fry out, nations would regularly go to war over the control of a low-yield lead mine. Instead, we pretend that it's still dirt cheap. This is an area in which the game rules don't support the game world we're playing in.

Unless you're overestimating how common that sort of magic would be in the general population. Alternatively, this is a good way to really limit the power of that sort of magic - a common material blocks it so any area that needs to be secure from it really is and important people are only vulnerable when on the move.

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N N 959 wrote:

I think a lot of people feel this way, but I'll point out something. You're giving information to the players, not the characters. The point being that while the characters don't use terms like DR 10/- or an AC 21, those are terms we use as players to understand what is happening in the game. IMO, telling someone the creature has an AC of 25 is no different than asking the player to roll a die to see if they hit. You're drawing some arbitrary distinction as to when you're breaking verisimilitude. Players can know their AC value, but not that of creatures they fight?

Think of it like this: How you convey the information OOC is not how the characters know it IC, but it represents the same actionable information. Your PC doesn't know she has an AC of 21 when she adds a shield, but that is how it has to be translated for the player.

All that having been said, I get the idea of trying to create more immersion by using fewer meta terms. When describing misses by players, I try to give information that makes it clear whether armor, dexterity or magic is at work protecting a creature. I also think it's great to describe things in comparative terms. I've often told players that the creature's hide feels like plate mail when their sword bounces off. The idea is that the players still need to get actionable information rather than qualitative descriptions that provide no real information from which to make decisions e.g. the man has a strong handshake. What does that mean? Is strong a 12 STR or a 20 STR?

But sometimes there is no comparative way to share the information so I just share it. It's a game.

It's a game, sure, but not all games are the same. It doesn't hurt to know that my kill stack in ASL is shooting at an 8-3-8 engineering unit with a smoke exponent of 2. That's all right out on the chit. But that game has a very different feel from an RPG - and in an RPG, I'm looking for a bit more immersion than knowing the hezrou has DR 10/good, SR 22, and has acid/cold/fire resistance 10. I'd much rather be told that the hezrou's skin is difficult to penetrate without holy weapons, they are moderately resistant to all forms of spells, acid, cold, and fire. I don't need much more specific than that since that's enough to tell me I am fighting magic resistance (though not overwhelmingly so like a golem), low-damage energy attacks are moot, and any weapon that isn't good-aligned is facing DR. Being read the specific elements from the rulebook - that's annoying. I'd like some effort devoted to keeping players immersed in their characters.

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DM_Blake wrote:

Under a minute? No. Exactly a minute? Yes. 20 Move actions = 10 rounds = 1 minute.

Well, the rules on taking 20 still suggest 2 minutes:

Pathfinder Core Rulebook wrote:

Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

[emphasis mine]

That's probably simpler (and better) than assuming that the PCs will be epitome of efficiency in their exhaustive searches. Ultimately, it's not like the 2 minute suggestion comes just from 3e, it's right there in PF as well.

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Steel Forged Games wrote:

So here is the exact example of what happened. It is in the 'Wasps Nest' in the first book of the Rebel AP. They have killed/friended all of the monsters. They are searching the main room and out in the water is the statue of Calistra. On the statue under the water there is a hidden hatch with some goodies in it.

The DC is a 24 I believe I have a person with a +4 or better on perception. If the player takes 20 on that room do they find that compartment?

Depends on what you mean by "takes 20 on that room".

The text of the adventure gives the DC for searching the statue. If searching the statue directly, then taking 20 to get over the DC would work just fine. Trying to spot the compartment, which is underwater, should involve some additional difficulty from anywhere above the water (terrible conditions seems reasonable and that's a 5 point change), plus there's range to consider. If they did it from the dock, they're at least 20 feet from the statue so that's at least -2 on the result they can get taking 20. That DC looks more like at least DC 32 from the end of the dock, DC 34 from all the way at the edge of the water.

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JohnF wrote:

No it doesn't; it's just repeating the same simple activity (stand where you are and look around, using a move action to make a perception check) 20 times to make sure you get it right at least once. That's why it takes so long. It most emphatically does not involve any other kind of activity (moving over to the desk, opening a box, etc.), each of which would themselves require additional time, and could well have consequences (falling into the pit just in front of where you are standing, triggering a trap, provoking an AoO from a hidden creature, ...)

You understand that not opening the box, moving to the desk, whatever, means you can't find anything that isn't in your direct line of sight. Kind of hard to tell what's in a box without opening it. And yes, moving into the room could have consequences. You'd still get a perception check for those hazards normally. And if you take 20 before you step in, maybe your perception mod +20 is good enough to spot them.

Of course, as far as triggering a trap on the desk goes, finding that trap is part of searching the desk as well. Assuming it's a bit of an outer layer, so to speak, if the DC was good enough to find it, I'd report that to the players before reporting anything hidden further in. It's also possible their perception+20 is good enough to find the hidden compartment... but not the trap protecting it. In which case, they trigger the trap. Sounds fair to me...

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Jiggy wrote:
Why would you assume that opening the drawer or lifting the mattress has to be part of T20 on Perception instead of being their own actions like the rules say they are?

How else are you going to find the hidden compartment or letter unless you're actually moving things about and searching as part of the search - stare at it with increasing intensity? I make the assumption that taking 20 - performing the absolutely best search that character knows how to perform - enables them to move anything that needs to be moved and find everything their search check enables them to find. If it's good enough to find the letter under the mattress, clearly they moved the mattress or at least reached under it. If not, they didn't think to move the mattress.

If someone explicitly says they're checking under the mattress, I'll give them the letter without a check - but what else is a search check supposed to do other than avoid the players having to explicitly pixel b%%** every element in the room?

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Steel Forged Games wrote:

So I have some questions from you vets out there. There is a debate that rages in my group and it is tearing us apart. It is all about taking 20 on a skill check such as perception.

So we are currently running the 'Hell's Rebels' AP and they want to search the room. The perception check is like a 24 to notice something. They 'take 20' to searching the room. So now they automatically find anything in the room.

Is that correct?

If this is correct why put a DC at all on perception check? After combat everyone is obviously going to take 20 to search the room.

Sure, they may take 20 on every room. As long as they have the time to spend, but that still doesn't mean they find everything. If their best perception is a +3, they get a 23 and that's not good enough to find anything that has a DC of 24. It may be that their highest modifier can net them better than the best DC in the room - that's fine. Let them be rewarded for investing in perception and in investing the time.

I would also assume that taking 20 actually does incorporate opening things up and manipulating things contrary to Jiggy's interpretation. That's one of the reasons it does take so long - it's more than a cursory overview, it's really digging in to things that can be searched. And in some cases, that means being in the right place as well as spending the time. Imagine someone taking 20 from the doorway - they get a good score, -1 for the desk 10 feet away (due to perception's range penalty) and -2 for the bed in the corner that's 20 feet away. But are they going to find the hidden compartment in the desk drawer or the letter stuffed under the mattress? No, they aren't because those require that the bed and desk actually be manipulated in the search. They need to be in the right place to really succeed at taking 20 on those areas and really expect to get the hidden compartment or letter.

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N N 959 wrote:

How could you take a swift action, but not a free action while Staggered? Doesn't make a lot of sense does it?

Doesn't exactly make much sense to be able to move 30 feet but not drop to the ground either. But there we are.

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DominusMegadeus wrote:

...but we're discussing Paizo Rogues and Cleave in relation to natural, uncaring encounter design.

According to whom?

Why wouldn't a GM and player cooperate on finding adventures in which a cleaving rogue (or any other PC class with that feat) can't shine with it?

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N N 959 wrote:
The problem isn't that nauseated condition breaks immersion, the problem is that the rule makes no sense from a rules consistency and style perspective. Once again, is there any other condition, spell, whatever, that allows you to take a Move Action, but not a free, swift, or immediate?

Looking at the history of this sort of thing - there was a time that the staggered condition did not allow free actions in PF. I have it in the 3rd printing - swift and immediate are allowed, free actions are not explicitly allowed. Maybe one could infer that because swift and immediate were allowed, then free would clearly be allowed - however that's not the case around these boards and RAW literalists.

I think that not allowing free actions when the PC has his action list partially trimmed down is being excessively rigid. And given the history of staggered, my guess is the PF design team probably didn't figure people would be denying free actions because the PC was partially hindered. If they issue any revision or clarification, my bet is that free actions will be allowed.

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Part of the problem with all of this is the fact that the nauseated condition really hasn't received a significant revision since the dawn of 3e - long before there were such things as swift or immediate actions to complicate matters.

Personally, I think it excessively rigid to not allow free actions while allowing any actions at all - in this case a move action. Moreover, earlier versions of staggered, while allowing swift and immediate actions, didn't allow free actions either. That came with later revision. With that in mind, I'd venture a guess that nobody really envisioned denying free actions when PCs have their actions partially reduced. My expectation is that if there is a clarification - free actions would be allowed - barring, of course, GM adjudication.

Tolenn wrote:
How much for a +1 enchantment on the scimitar or mithral shirt?

If you have any questions or want to bounce armoring strategies off me, feel free to do so. As GM, I'm interested in making sure the players feel they've got what they need to have fun with their character and can be successful.

Amira Oenestria wrote:

Going to purchase +1 Wooden Armor (leather with fire hardened wood) designed similar to the corset look of the mithril armor (consider it inspiration) 20+150 for masterwork= 170 gp +1 total 1170gp.

Cool. That requires a commission, but it can be finished in the downtime between the hostel and the meeting with Kroft.

Still screaming "Elf ears! I want elf ears!", the ogrekin female rushes forward.
Masamune's readied attack: 1d20 + 6 ⇒ (18) + 6 = 24 crit threat
Confirmation: 1d20 + 6 ⇒ (12) + 6 = 18 confirmed
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Well prepared for her assault, Masamune cuts her deeply with his short blade. The ogrekin is undeterred from her obsessive pursuit of Alara. She pushes forward. But this time, Alara is ready for her as well. And Masamune, quick with reactions, is given an opportunity for another attack as the ogrekin brushes past him, heedless of her own skin.
Masamune's AoO: 1d20 + 6 ⇒ (7) + 6 = 13

Masamune's hasty reaction may fail to stop the ogrekin, but Alara's nunchaku strike hard. The ogrekin's eyes cross and she drops to the ground.

Alara feels her own injury, dealt to her by a savage blow from the ogrekin, recover a little more. +5 hp to Alara, -5 from Ash. And since she's now hurt less than 5 hp, the life link stops transferring injury from Alara to Ash

I also moved Ash forward so that Masamune would be within his touch range.

Alara: 15/19 hp
Ash: 19/29 hp
Ogrekin: -38 hp, unconscious, dying
Combat over

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Can we consider giving it a rest about doing this in the homebrew forum? The question that started this thread was about the rules and that makes it legitimate for the rules question forum. That it digressed a little shouldn't matter.

Amira Oenestria wrote:
+1 is 1000gp for armor 2000gp for a weapon

In this case, since the mithral shirt is already +1, increasing its enchantment be taking it to +2. That costs 3000 gp.

In the next couple of days, as you sell recovered equipment and obtain any new supplies or gear, rumors abound. You hear tales of guards arresting plague physicians, whole tenement buildings being quarantined, and ranks of new Gray Maidens drilling on the castle grounds. The plague still grips the city in its grasp and it's hard to tell since it is intangible, but it seems like the virulence it initially had is somewhat muted. Most people would probably not know why - but you all do since you had a hand in putting an end to any magic directly fueling it. It still remains quite dangerous, however, and will be so until a cure is discovered and put into effect.

Representatives of the three faiths involved drop by to report on their efforts. Even with the notes, they expect it will be days before they fully understand the research and can produce a cure.

Shortly thereafter, a messenger comes knocking on the door. "Masters and mistresses, Cressida Kroft invites you to her office at the citadel for a meeting at your earliest convenience. What answer should I return to the Field Marshall?"

Mithral shirt for Tolenn, then? Keep in mind, it will actually reduce your AC by one point compared to the chainmail you're wearing - but several skills will improve because the armor penalty will fall considerably. And you'll be able to move at a full 30 ft rate again.

You also might want to use your money to get your scimitar enchanted. Then you can use your divine bond feature to add to its enchantment with properties like keen or flaming.

Whether you're cutting too much into everyone else's money, I leave entirely up to the group dynamic. They may be content to let you do so or may just use it as a reason to bypass you for other choice items in the future.
Maybe you could divide up most of your cash share to balance the score a bit?

I don't have any intention of making wealth division decisions, I'll just push for resolution...

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Chengar Qordath wrote:

Not to mention that the persecution of Christians was more political than religious: the biggest thing Christians did that set the Romans off was their refusal to venerate the emperor.

The Jews refused to do so as well, but they had one advantage - the Romans perceived their refusal as part of their old and venerable tradition, something the Romans respected. That Christianity was a new cult kept them from getting the same benefit of the doubt that the Jews got and their refusal to sacrifice to the gods that protected Rome became a dodge from civic responsibility and sedition - a politically oriented view.

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DM_Blake wrote:

Pathfinder's "pantheon" is barely a pantheon at all. Where's the cleric who worships the whole pantheon (which would probably let him choose any alignment AND any domains, even opposing domains like Good and Evil)?

Instead, it's a list of gods who have various relationships with each other (friends or enemies or whatever in between) and are individually worshiped by followers who usually pick one and virtually ignore the rest - that's not how historic pantheons worked.

I think that's an assumption that likely wouldn't be true in a campaign setting like Golarion. Of course, priests of Erastil would turn out for the Swallowtail Festival and participate even though that's a festival celebrating Desna. They worship Desna just fine. But their professional lives are dedicated to Erastil and serving him. They participate in learning the secrets of Old Deadeye's faith and derive their power from him, not everyone else they also worship.

So you're interested in the mithral shirt, Wednesday?
Any decisions on weaponry? Likely to use one over the other? Or interested in keeping both?

OK, since nobody seems interested in the magic mithral chain shirt that Davaulus once wore, I'll add it to the sell list.
I'll also convert the Robe of Bones into a bounty.

Looks like Terri is claiming the headband of wisdom.
Victor's claiming the amulet of natural armor +1.

Cash shares of sold loot rise a little to 2174 gp.
I'll leave that to each of you to keep track of. Let me know of any purchases you want to make in town. If you want something that isn't currently on the rack at some shop, things can be ordered/made on commission.

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Mark Moreland wrote:

Alternatively, it's a place where you can see some of the "cool things" that you can use in your game as you see fit that you otherwise wouldn't find in a new book we put out. Just because Paizo changes course on canonical matters doesn't mean that the original is forbidden at individual GMs' tables, just that we won't be retreading the topics in future products.

So if there's something you see in this thread that you like, feel free to run with it. Ultimately no idea is bad if it makes your game more fun, but doesn't mean we can't work to perfect the unified vision of what our campaign setting is in our own products.

Indeed. Had I not checked this thread out, I probably never would have even noticed the changes to Taldor. I would have gone with the 2009 Companion volume which has the banning of Sarenrae and the beard fixations. Frankly, I think getting rid of those two things gets rid of two of the most interesting and distinctive aspects of Taldor - old, decadent, crumbling empires being sort of "old hat" in RPG campaigns.

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Jiggy wrote:

Well, what else could the cleric have done with his turn? If he was a melee build like mine, he could have attacked just as well as the fighter, which means the trade was meaningless, yet still came at the cost of a 4th-level spell. Why would I spend a spell to let the fighter do what I could have just done myself for the same action cost? Alternatively, he could have cast an offensive spell that would have potentially ended (or severely altered) the encounter on the spot: hold person, invisibility purge, daylight, blindness/deafness, all kinds of neat options. For the same action cost, and the same or lower spell cost, the cleric can very often do something that will have a much higher impact on the outcome of the battle than giving the fighter another attack.


Keep the bolded part of the quote in mind. Spells might radically change the encounter's dynamic - but they can potentially fail completely as well. The probability of having a useless round should enter into the calculus of what's a better tactical decision.

Yeah, mostly metal armors have been popping up. That said, money buys magic leather if interested. Druids do, unfortunately, have restricted choices on the armors.

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Opuk0 wrote:

@Steve: Yeaaaaah, this is pretty common. Out of game, we're all friends of 5 years and going, in character, we can't teamwork for our lives. This is due mostly to a vast difference in system mastery, with them knowing enough to roll dice without any problem, and me being able to plan ahead for more than the session we're in. They've also got a pride thing going on that stops them from asking for help no matter what.

Yeah, how doe your GM feel about all this? Sounds like you guys, in your inability to cooperate, have just handed him an enormous headache. Unless he's the rat bastard type GM who sees this as a way to get an easy TPK or at least a dead alchemist off scouting a rift without any backup.

Will save: 1d20 + 4 ⇒ (15) + 4 = 19

And again, the ogrekin resists the dazing magic of the bard.

Alara, Masamune, Ash - you're all up

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Thanks, Sara.

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Then I have a theme to explore as the campaign advances...

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Wednesday Daud wrote:
Bill Dunn wrote:

Davaulus cries out in dismay, "Rolth?!? ROLTH! You bastard! ROLTH!" But he doesn't surrender - he jabs at Wednesday instead.

And though he misses with the first, his secondary attack finds a vulnerable spot. Six points of damage to Wednesday.
Davaulus's eyes narrow looking at Wednesday. "What are you?" he asks.
This becomes fridge brilliance/comedy now that we know what the rapier does.

I may drop in some deep or not-readily-apparent references from time to time. If I get too obscure, don't be afraid to tell me. But I'm glad you made the connection. I figure it's not that easy to tell when someone's an aasimar and Davaulus would have been very disappointed his expensive human bane enchantment wouldn't have paid off like he had hoped.

Well, if you sold off the masterwork scythes and most of the armor, that would get each of you 1,793 gp to spend on whatever you might want to get, assuming you divided the cash equally.

That still leaves a few things to divide up including:
Mithral shirt +1
Rapier of human bane +1
Vicious Scythe +1
Amulet of natural armor +1
Cloak of Resistance +2
Wand of Magic Missiles
Headband of Inspired Wisdom +2

There are also plague doctor masks and a Robe of Bones. I'm guessing the latter might end up being either destroyed or given to a good temple for bounty? The masks do still offer protection from blood veil, so they're still useful.

Korvosa is a reasonably big town. Items ranging up to 8,000 to about 10,000 gp can be found with a reasonable chance of success.

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