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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 4,812 posts (5,525 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 16 aliases.


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Bellona wrote:
Maybe riding a shark is less realistic than riding a wolf, but the shark is definitely more thematic for a pirate-based game like Skull and Shackles.

Sort of. But that's only because any D&D campaign on the seas is going to involve some adventuring below the seas as well. For the most part, you'd expect pirates to be fighting on the decks of ships, and sharks suck for that.

Reflex save: 1d20 + 9 ⇒ (14) + 9 = 23

Once again, Kikonu lets the kusarigama drop from his hands as the metal heats up.

Masamune and Rawnie to go before we start at the top again with Zaoibe

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Diego Rossi wrote:

Old style wargames. Look Starfleet battles or Advanced Squad Leader as some example.

I don't think we really want the language precision of ASL in most RPGs. They did define a difference between "adjacent" and "ADJACENT" to have two different kinds of adjacency. That sort of thing may be important for some kinds of games, but RPGs have always a been a bit faster and looser to enable situations that aren't anticipated in the rulebook.

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Yes, the faq - a fairly controversial one since it's based on unwritten rules that are undiscoverable in the written rules and unknown even by a few Paizo writers.

That said, consult your GM and discuss the issue. Two-weapon fighting's own structure should reasonably handle it and keep the option from being too powerful if you decide to ignore the faq.

Masamune's strike comes close with Kikonu narrowly avoiding his blade, but Piper's rapier strikes true.

Zaoibe continues to slash at her hated foe with both of her talons raking at Kikonu.
Talon 1: 1d20 + 9 ⇒ (17) + 9 = 26 damage 1: 1d6 + 1 ⇒ (4) + 1 = 5
Talon 2: 1d20 + 9 ⇒ (18) + 9 = 27 damage 2: 1d6 + 1 ⇒ (1) + 1 = 2

Kikonu makes a quick shift to reduce his vulnerability (yet keep Zaoibe in reach) and scoops up his kusarigama - provoking attacks of opportunity from both Alara and Zaoibe (he's now out of reach for Piper, Rawnie, and Masamune).
Alara AoO: 1d20 + 5 ⇒ (14) + 5 = 19 Alara damage: 1d6 + 3 ⇒ (1) + 3 = 4
Zaoibe AoO: 1d20 + 9 ⇒ (17) + 9 = 26 Zaoibe damage: 1d6 + 1 ⇒ (1) + 1 = 2

His head reeling from the two blows (and probably lucky to still be standing), Kikonu chops at Zaoibe with the sickle end. The motion of the kusarigama makes a shrill whistle - an unusual feature with no obvious source in the weapon's construction.
kusarigama: 1d20 + 10 ⇒ (8) + 10 = 18 damage: 1d6 + 4 ⇒ (3) + 4 = 7


Perception Rolls
Alara: 1d20 + 8 ⇒ (13) + 8 = 21
Ash: 1d20 + 1 ⇒ (9) + 1 = 10
Masamune: 1d20 + 6 ⇒ (1) + 6 = 7
Piper: 1d20 + 6 ⇒ (3) + 6 = 9
Rawnie: 1d20 + 1 ⇒ (1) + 1 = 2

Alara notices that the earliest wounds Kikonu has received seem to already be healing at a surprising rate.

Kikonu: -54
Zaoibe: -7

Party is up!

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Forty Watt wrote:

I really like this character and have built and extensive background. I want to keep this character, but I also realize that in our game, compared to a couple of other characters ( at least) he is broken.

So I need help. How can I effectively nerf him while keeping him tanky and keeping his flavor. Please, help. Thank you in advance.

First things first, congratulations on spotting the issue that your PC is built with an optimization level incomparable with the rest of the party and that, as the odd man out, the onus is on you to reduce the disruption this will cause.

Rebuilding a little might help. Shuffling a little strength into Intelligence would net you another skill point per level and give you another value to the party, if they lack something.

Whatever you rebuild, I'd keep the save feats. They don't so much boost your power as ameliorate certain vulnerabilities that don't always come up.

Another option is in style of combat. If you are built that much tougher than the other PCs, it makes sense for you to seek out the toughest opponents for some mano a mano action. If you play that up, the GM may get the clue to feed into it. It's a way for him to throw tougher opponents against you without targeting your squishier comrades.

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Cavall wrote:
Although if it's going to speed your game up it means little to double the roll over rolling twice and adding. The rule is to roll but it could just be quicker to do the math and move on.

It means a different random distribution of results. 1d8x2 may have the same basic range as 2d8, but the distribution of results is substantially different.

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The simple solution to that is don't demand everything change - make sure that you communicate that you're can accept his restrictions, but you can't really predict what they will be since he's not really explaining them and that's affecting your ability to plan ahead and form a cohesive concept that works for you.

Ref save: 1d20 + 9 ⇒ (16) + 9 = 25
Kikonu drops his kusarigama like a hot potato. It clatters to the floor fairly loudly because it appears the sickle's haft is made of metal. Zaoibe wastes no time in trying to press the advantage against Kikonu, as outnumbered as he is.
talon 1: 1d20 + 9 ⇒ (6) + 9 = 15
talon 2: 1d20 + 9 ⇒ (14) + 9 = 23
damage talon 2: 1d6 + 1 ⇒ (4) + 1 = 5

She slashes him successfully once out of her two attacks. Disarmed and surrounded, Kikonu takes a fairly desperate move and tries to bring up another spell-like ability.
Casting Defensively: 1d20 + 12 ⇒ (8) + 12 = 20
Zaoibe will save: 1d20 + 8 ⇒ (14) + 8 = 22

Zaoibe briefly reacts, but whatever he was trying to do to her seems to be resisted.

Party's turn!

Kikonu: -39

Alara's first blow is a solid strike - the second one does no damage to Kikonu.

Kikonu: -36

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I don't have any relevant experience with the warpriest, but Vital Strike has been a good investment for one of the PCs in our Skull and Shackles campaign. He's playing a ranger with the freebooter archetype. That archetype trades in favored enemy and hunter's bond for the ability to use move actions to give bonuses to his allies - and when they could apply to substantial numbers of your own crew, that's worth it. Losing a lot of opportunities to make full attacks, he invested in Vital Strike to make up part of what he would otherwise be losing.

Zat wrote:

Sneak attack is multiplied on a critical!? If so, wow rogues are even more awesome in 5E

Oh, yes. In 5e, it's the dice that get rolled multiple times and the static modifiers rolled only once. That's a fantastic deal for rogues.

It also serves to keep modifiers in check compared to 3e where sneak attacks were the opposite - additional dice (from sneak attack or energy damage weapons) were not multiplied but static modifiers were. High strength combatants, getting crits, were hell on wheels - crits from giants, in particular, were a harsh spike to weather. But it also works to counter the impulse to jack up your bonuses that helped drive up 3e-era min-maxing.

Alara's blade strikes Kikonu hard and he cries out in pain. "Zaiobe! You betrayer! What have you done?!?"

For her part, Zaiobe reacts to Alara's attack by pushing Kikonu away and slashing at him with one of her talons.
talon: 1d20 + 9 ⇒ (20) + 9 = 29 threat
confirm: 1d20 + 9 ⇒ (4) + 9 = 13 no confirm
damage: 1d6 + 1 ⇒ (5) + 1 = 6

That's surprise for the immediate group so we'll roll initiative. I'll have everyone else waiting on Alara to drop the boom go as normal - since you've bided your time, your first action will be a full round's worth rather than a partial - and Kikonu will still be effectively flatfooted to you

Alara: 1d20 + 3 ⇒ (14) + 3 = 17
Ash: 1d20 + 1 ⇒ (3) + 1 = 4
Masamune: 1d20 + 2 ⇒ (9) + 2 = 11
Piper: 1d20 + 2 ⇒ (4) + 2 = 6
Rawnie: 1d20 + 1 ⇒ (10) + 1 = 11
Kikonu: 1d20 + 8 ⇒ (13) + 8 = 21
Zaoibe: 1d20 + 7 ⇒ (15) + 7 = 22

Zaoibe reacts next, striking at Kikonu further with her talons, drawing blood once more.
talon1: 1d20 + 9 ⇒ (9) + 9 = 18 hit
talon2: 1d20 + 9 ⇒ (4) + 9 = 13 miss
talon1 damage: 1d6 + 1 ⇒ (6) + 1 = 7

But while there may be other things Kikonu will take from Zaiobe, this betrayal is apparently not one of them. His form, once that of an oddly proportioned man, turns into a crow-headed humanoid. He shifts to get out of Alara's reach for the moment, draws out a kusari-gama, yet tries to call upon a magical power defensively... and fails to do so. Whatever magic he was attempting to draw upon does not manifest.
Concentration: 1d20 + 12 ⇒ (1) + 12 = 13

Everybody else is now up before we come around to Zaoibe again. Feel free to post in any order and remember that you all can take a full round's worth of actions. Everyone but Alara, who has already revealed herself, gets to treat Kikonu as flatfooted.

Kikonu: -25

Alara Dawnchaser wrote:
Would it be a standard action to charge out of hiding and attack Kikonu?

Pretty much. He's too far away for just a 5' step.

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For anyone who is hung up on whether rolling is required or not, point them at the actual rulebook when you can. The Vital Statistics section starts off with:

Core Rulebook wrote:

The following section determines a character’s starting age, height, and weight. The character’s race and class inf luence these statistics. Consult your GM before making a character that does not conform to these statistics.

In order to have a character that does not conform to those statistics, you'd have to not be rolling the height and weight. Just check with your GM in case they have particular reasons to roll.

With everyone in place, Zaoibe concentrates a bit and not long thereafter, you hear the sounds of a male voice singing as it approaches the stables. The voice sounds happy, the song a bit bawdy with gentle curves, and breasts, and... feathers?

Soon, Kikonu bursts in with, "Zaoibe, darling! I knew you couldn't resist me for very long and here I come to your summons. No, don't speak!" He puts a finger to her lips. "Don't let a single word spoil this otherwise perfect moment of bliss for I have missed you too, our long conversations about ancient philosophy, our duets sung to the heavens above, our... oh the hell with it." He embraces her and starts kissing her neck.

From Alara's vantage point, Zaoibe seethes at Kikonu's teasing though she tries to hide her expression. She puts her arms around him, holding him tightly to her... and leaving him vulnerable.

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Kyaaadaa wrote:

Kobold Cleaver wrote:
A fighter with 18 Intelligence doesn't get bonus first level spells. Why should a paladin? ;P
Little bit of straw man there, since Fighters can't cast AT ALL, while Paladins can and do cast divine spells frequently.

They are casters, but of comparatively limited power compared to full caster classes. That's the price you pay for pursuing a profession that puts so much focus on other things.

As for the aptness of the comparison with fighters, a paladin gets the same number of 5th through 9th level spell slots as the fighter gets of all levels, none.

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Can I make a ladder? I could use it to fight or climb walls!
Jackie Chan with Ladder (at about 3:20)

How about a chair? Maybe a garden gnome? Spiked armor? 100 feet of knotted rope?

How far is too far when it comes to pushing what is "a weapon"?

The doors are in that gaming quantum state in which they provide concealment terrain to facilitate as much hiding as you need to do without really getting in the way. ;)

Help checks:

Help Rawnie +6
Masamune help: 1d20 + 3 ⇒ (2) + 3 = 5
Piper help: 1d20 + 4 ⇒ (9) + 4 = 13
Ash help: 1d20 + 3 ⇒ (7) + 3 = 10

Help Ash +6
Masamune help: 1d20 + 3 ⇒ (17) + 3 = 20
Piper help: 1d20 + 4 ⇒ (20) + 4 = 24

Help Masamune +4
Piper help: 1d20 + 4 ⇒ (20) + 4 = 24

Help Piper +2

The materials in the stables make it fairly easy for each of you to help construct "blinds" of webbing, dust, and debris (+2 to help hide). Add to that the general plan (+5) and the final hide check modifiers for people are:

Rawnie +12
Ash +12
Masamune +10
Piper +9
Alara +14

I got some really good checks for help with hiding out of the die roller, so PCs able to get a lot of help really got a lot of it. Rawnie and Piper both placed their markers and I've put Zaiobe on the map about where she will be. I've put Masamune, Ash, and Alara on the map based on the general plan and on typical aggressiveness of the PCs and their relationships.

Let me know if you want to roll the bones, take 10, and/or any other prep you want to take (if any buffs apply). You'll hear Kikonu's approach since he will be happy and singing about gettin' it on with Zaiobe.

Rock on! I'm at work right now, but I'll have everything set up as soon as I can. I suggest people position themselves in the stables on the map. Assume that if you're in the stalls or in corners, you'll be able to find sufficient obscuring materials to allow hiding. Basically, if you want to be near a partner or particular PC, this is your chance to determine that.

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joep wrote:

What kind of DC would this have been? It was after the fact of casting.
Not like they were actively perceiving.

I'd make it quite easy since it is glowing. It is fast, though, so I figure a DC 10 is about right. That would reveal where the enemy caster was at the time the fireball was cast... but he'd be dumb to stay there, so it's of relatively limited use in the end.

Getting some good discussion on what to do, but let's move to a decision. Wait to recover some power or ambush Kikonu? Everybody but Zaiobe hide to do so?

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My Self wrote:

This might be a bit argumentative, but is it good for paladins to consistently go around stabbing fleeing enemies?

As for my own opinion: I think it's rather cowardly and slightly evil to go around stabbing enemies who have no interest in fighting, are not inherently, magically evil, and are fleeing. These are not merely dirty combat tactics (which violate the unspoken rules of combat), but rather an act of killing because you want to. Although it is dependent on the circumstances, if a player consistently does this, I'd say they're acting game-terms evil. Please convince me (politely) if you believe otherwise.

I agree that it's not good behavior (maybe not necessarily evil), but notice that this argument is about consistently going around and stabbing fleeing opponents. And that's what alignment is there to reflect - the general character and tendencies of a character, not the result of a single act. If this is the way a paladin behaves consistently, it should be considered when assessing the PC's alignment. If he's mostly murder hoboing and not putting in a lot of good works, then I think it would be entirely fair to shift him off good and into neutral - and thus lose his paladin powers.

But not for doing it once.

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Rub-Eta wrote:
M1k31 wrote:
Actually, swimming and survival are not that common IRL [...] those skills do make sense.
Go read the rules again and you'll see that your statment doesn't make sense (take a look at the two mentioned skills and the take 10 rules). I wasn't talking about how reality works, rather how it works within the rules of the game. And again: While I really don't care about the realism part, I just don't like how the game gives these abilities away for free.

Gives them away for free... to people who are expected to be highly competent protagonists of a fantasy story. Keep in mind that the rules of the game are for the players of the game and their characters. NPCs do not need to completely conform to them.

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Athaleon wrote:
One that's currently bugging me: Only people with Halfling DNA can be cautious fighters.

I think that's getting too hung up on the name. Any fighter can be cautious, but halflings can get into a fighting style that's particularly good at fighting defensively. Maybe it uses their small size in ways bigger creatures can't and their tenacity in ways other small creatures can't. Either way, what's wrong with race-based goodies? I think they're interesting ways to develop more character for the races. The designers just happened to call it "cautious fighter," a name that shouldn't be assumed to disallow any other fighter from behaving cautiously.

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Otherwhere wrote:

Which is why I'm asking: what is your suggestion to handle this?

I think we agree. I'm honestly not sure based on your post. How do you try to "realistically" (as far as one can in a fantasy rpg) reflect such a thing as learning or improving a skill?

Honestly, I don't sweat it. There are a number of ways people can crash course through new skills now - what's to stop an adventurer from doing the same during downtime, camptime, or whatever time seems reasonable?

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GreyWolfLord wrote:
Bjørn Røyrvik wrote:

The problem I had with stuff beyond the Death Star wasn't what other sf settings had by the way of weapons or power levels, it's that people were ignoring the point of the DS, the fact that it should have, narratively speaking, stayed the most powerful. Authors basically chose the cop-out of doing '+1' to their superweapons. And that's not even touching on how the Sun Crusher wasn't a giant moon-sized ship but something the size of a small freighter with invincible armor and sun destroying torpedoes. That's such a jump in power from what came before it doesn't make sense with the rest of the setting.

So yeah, now that the old EU is gone we hopefully don't have to hear about the SC or such stuff again. It's just that nothing of what they've given us to replace the old so far has been any good, and there's always the danger that they might re-canonize some bad stuff.

If the spoilers/rumors are're going to be grievously unhappy with what they have with in the Force Awakens.

** spoiler omitted **

Well, if what you have hidden in the spoiler is true, there are at least a couple of relieving factors.

1) It has been over 30 years since we've seen the original story advance after the destruction of the last super weapon.

2) The super weapon du jour run of the EU has been swept away in a massive slate cleansing.

So even if we go from Return of the Jedi to another fight vs Imperial remnants with a super weapon, the it'll still feel a whole lot fresher. And I will approach it with an open mind.

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I always like the tomato one:
Strength is being able to crush a tomato.
Dexterity is being able to dodge a tomato.
Constitution is being able to eat a bad tomato.
Intelligence is knowing a tomato is a fruit.
Wisdom is knowing not to put a tomato in a fruit salad.
Charisma is being able to sell a tomato-based fruit salad.

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Decorpsed wrote:

I really wish WotC would have gone the Pathfinder route with their game license. Still one of the biggest tragedies to modern table top gaming in my mind. They have a good system, it's just not being used by nearly as many people as it could be!

There are people out there who liked 4e, but there are also quite a few of us who didn't particularly like it for their D&D game. It was a pretty jarring change - trading the quirky comforts that are D&D in favor of an action-oriented RPG. For me, it was a solution in search of a problem. I liked D&D as it was (and as it morphed into PF) and already had Fung Shui to scratch that action RPG itch. So 4e was and is pretty much useless to me.

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JAMRenaissance wrote:

Could it be said that we've gone too far in the other direction?

NO ONE wants to play a Rogue... because all of the stuff a Rogue can do can be Done Better With Magic.

What "healbots" are there in the game? No, really... are we saying that Oracles and Clerics do nothing but heal? Both can be self-boosting Martials with fairly minimal investment in actual healing magic.

And who needs a Fighter when I can just summon a demon to fight for me?

Have we hit a point in the development of this hobby where there is no good reason to play a non-caster, or even to play a martial? Why play a Fighter when I can play an Inquisitor and design her to be just as effective of a Martial, but With Magic? Do I need a Rogue if I have a Bard or Alchemist?

And, most importantly, is this a good thing?

I guess we've moved fully into Theory now...

I don't think it's a bad thing but then, I have yet to really see martial character classes be eclipsed for people interested in playing them. Sure, there may be some types of players who feel the character classes are obsoleted, but there is appeal to playing a fighter or a rogue for other types of players. And they aren't swayed the possibility of playing a full caster summoning a demon to do their fighting for them. They'd rather play a fighter doing the same - and probably always will. The fact that there are ways to supplant different character classes isn't a problem - the game is more flexible for the players that want to supplant rogues or fighters yet those classes are still for the players who like them.

I might agree that it's too easy for magic to replace class powers or skills too cheaply. That's mostly, as I see it, caused by magic item creation - particularly wands. Restrict what spells can go into wands and that problem isn't quite so big.

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Galnörag wrote:
I just maintain my earlier stance that it isn't a great way to run a organized play with intentionally abrasive pre-gens.

I have to agree. While having an abrasive pre-gen can illustrate how diverse a group of PCs can be for newbies, it's probably better over all to have a group that can easily gel as an adventuring party. Otherwise, you may start to wonder why, exactly, this group adventures together at all.

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JAMRenaissance wrote:

I've actually seriously considered similarly lowering the availability of any magic item that can't easily be used by pure martials, including Wands.


So I'd like some thoughts? How much is the disparity between Martials and Casters something that becomes "baked in" due to the items being available?.

Welcome to 1st edition AD&D in which caster-based items (aside from scrolls) were very rare on the random magic item tables and martial items and potions were fairly common.

The magic item tables were designed to generate equipment for martial characters (weapons and armor) fairly frequently along with consumables (scrolls and potions). Everything else was a lot less common, particularly wands and wizard-oriented items (robes, bracers of armor, etc). That was described as intentional and served as part of the balance between fighters and wizards. 3e, with easy magic item creation and purchase, completely turned away from that model. I think the 3e designers were probably responding to the way customers wanted things to work - but it did have consequences. PF has at least made efforts to give martial characters access to magic item creation without being a spellcaster, but the assumption of magic items on demand is still powerful enough to accentuate full caster power. I can totally get behind banning metamagic rods if a GM wants to do that to rein in caster power.

Zaoibe nods while Alara and Ash "hear", "Then let us go get ready in the stable. I will greatly relish Kikonu's destruction." A grim smile spreads across her face.

It only takes a matter of a short while to retrace steps back to the stables. Since you had already cleared the courtyard of bodies, there is no external sign of trouble. That leaves setting up in the stable. Fortunately, with all the dusty webs, there is a lot of concealing material to work with as well as doors on each of the stalls. There is no hay mow or other second story area.

You have plenty of time to set up an ambush. I don't consider taking 20 an option for opposed checks since you have to expect failure before ultimate success, but good plans and prep time gives you a chance to rack up some circumstance bonuses - right now, if Piper's current plan of having everyone hold back until Alara (your best hider) strikes, that's good for a +4 circumstance bonus on stealth because you're keeping the worst hiders farther back with less exposure. I can increase that with additional good ideas.
Aid another is also possible, with potentially everyone aiding the first person hiding by helping set up obscuring material and camouflage, then everyone except the first person helping the second, and so on, until the final person hiding has no direct help. If that's a route you want to take, I'll have the dice roller come up with those in one fell swoop and report final Stealth modifiers. Then you can either roll or take 10.

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SilvercatMoonpaw wrote:

Bill Dunn wrote:
There are no exact rules for this sort of thing, just suggestions and advice.
Then why does everyone act like it's supposed to be easy?

Who says it's supposed to be easy? What it's supposed to be, as I understand it, is a labor of love. Why create a campaign world to play in? Because it's supposed to be fun for you and your players.

But part of it being fun for the players is making sure it doesn't piss them off (at least not too much). And the broader the group you're playing with (selling it to the public being broader than playing it for random players at a convention being, in turn, broader than playing with your regular group of 4-6 friends), the more care you want to make sure you're not offending them with inaccurate or offensive stereotyping.

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SilvercatMoonpaw wrote:

I'm not asking because it's like some kind of deal-breaker for me, I ask because I get very screwy when I don't have an exact rule to follow.

There are no exact rules for this sort of thing, just suggestions and advice.

"The stable might work. We have... been... there before. But what of Flatbelly? Have you already killed him?" Ash and Alara both get a brief mental picture of the ettercap fought in the courtyard.

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I think it's a situation in which I wouldn't typically allow someone to take 10. It really is harder to imagine a more immediate danger. That said, I'd have probably just hand-waved a roll in general - I'd just say "OK, you've gotten stabilized."

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What's the point of playing RPGs if you're going to overanalyze or shut it down because white people are involved role playing something other than real-world white cultures (which pretty much necessarily would also be cultural appropriation since a good half of those cultures or more were dominated or obliterated by the other half)? When does it end? When are we going to draw a line between use of terms like the Redskins, a term racist on its face, and good-faith abstractions of cultural information?

Frankly, I'm getting sick of the politically charged definitions of cultural appropriation and assimilation that appear near the top of this draft. Notice how they paint all non-white culture as permanently victimized because it's only non-white cultures that must assimilate in order to avoid disadvantage. There's no way for minority cultural elements to breakout into broader cultures on their own strength or appeal without it being through appropriation. The active culture is, again, the majority culture and not the inherent power of the minority culture.

The article also seems to treat cultures as monolithic and static. A character who looks Arabian must be Muslim though that isn't even true in modern Arabian culture, much less all of the Arabian cultures throughout history.

I would agree that we should make a serious effort to investigate the real world cultures or time periods we want to use in a game rather than rely on half-baked stereotypes. But the assumption that only Native American can write about Native Americans leads us to the belief that only ancient Babylonians can write about ancient Babylonians and it misses the fact that any particular person's factual knowledge of their own culture may actually be exceeded by a determined and diligent outsider.

If you're looking to spark debate with this draft, I think you're going to get some.

There are places you've been other than the parapets or Zaiobe's chamber you could suggest if neither of those seem ideal. If the plan's particularly good, I'll even give appropriate circumstance bonuses...

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Kobold Cleaver wrote:
The race is not relevant to the discussion of a spell.

Since the target's race may affect its relationships in the specific situation, I'd say you're wrong.

But the really salient point about all of this, and your assumption that the charmed creature would be forced to use lethal weapons, is that the charm spell doesn't change the target's relationship with any other creature - just the caster. Would he draw steel to defend a friend from an enemy? Sure. But would he draw steel on another friend or family member to do so? Probably not (again, CE cultures might endorse that sort of thing so your mileage may vary). Why would the charmed target try to kill one natural trusted friend and ally in favor of a spell-influenced trusted friend and ally before all other options have been exhausted? Simply put, that's stuff they ordinarily wouldn't do - perhaps even be violently opposed to doing. And if that's the case, he gets another save against the spell.

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Kobold Cleaver wrote:
BNW wrote:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly)<---- Do you kill your mother for a trusted friend and ally? no. Hell, friendly isn't even the highest level you can hit with diplomacy.

According to the conditions of Charmed, you will resort to lethal measures against people seeking to harm your Charmer if you have no other choice. What happens if your mother, an orc barbarian, finds out you've been ensorcelled and attempts to kill your new best friend?

I think in this case, trying to reason with, grapple, and knock out with your fists would all have to fail before resorting to lethal weapons because until they all fail, there's no compelling evidence that there's no other choice. Well... I might make allowances for orcs since they don't seem very matrilineal or high of familial piety.

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Don't remove cover or difficult terrain when they're reasonable to be there. But do expand the range when it makes sense to. If the magus wants to contribute, he can darn well buy a bow for goodness's sake. The Core Rulebook suggests spotting distances in Chapter 13's wilderness section, and it looks like the maps you've posted aren't far from them, but don't be shy of picking higher numbers off the random range. The magus will figure out a way to contribute (and hopefully your paladin won't outrun his support so often that it gets himself killed).

As far as the paladin being behind in the marching order, that's the PCs' problem. Let them figure it out. You may want to remind them that, unless they're on a narrow trail (which happens sometimes), they don't have to be marching in a file at all.

It's good that you're thinking of ways to give spotlight to all of your players, but they kind of need to work with you too. If they aren't learning anything or asking questions or seeking the means of upping their hero time, go ahead and advise, but try not to spoon-feed them too much. It's much more satisfying if they figure stuff out on their own.

As far as feeling like he isn't contributing to set pieces, he's got smite doesn't he? That's nothing to sneeze at. And he could make a pretty good bulwark for the rest of the party in close quarters if he's investing in a shield and good armor - which he probably should be doing.

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What is it about the random encounters that isn't working for the mounted paladin? There should be some good potential for charges and mounted combat. Make sure you start encounters at a reasonable spotting distance and not dungeon-scale distances.

I think the paladin is going to have to recognize that there are times a mounted charge won't be of much help, but he should be able to engage in mounted combat in the open areas of the fort.

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An inexpensive brothel?

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You use the modifier. The very end of page 15 of the Core Rulebook (continuing to page 16) describes this.

And that does apply to all ability checks.

Jacen "Ash" Teleris wrote:
"How did Kokuna betray you, Zaiobe? And why stay here if he has done so?"

Zaiobe's telepathic voice turns angry, "He used my voice! He has his own power to steal voices, and even though I cannot use mine, he was able to steal it. He taunted me with it. So I shot him. As for why I haven't left, I don't know. I settled here as a fellow follower of Pazuzu, but I don't really fit in. I should leave, killing Kikonu will sever my last tie. Maybe then I will move on."

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Mykull wrote:
TriOmegaZero, so the people who post on the Paizo Messageboards do not represent the people who play Paizo's rpgs?!? You're kidding me with this, right? Please tell me you're kiddding me with this.

Mykull, it's not a representative sample - it's a biased sample. Thus there's more error if you try to infer anything about the overall PF-playing community based on your observations of people here.

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kyrt-ryder wrote:

Mass Cure Spells have always been underwhelming. The extra targets are pretty much never worth the sacrificed combat potential of a spell several levels higher.

Heck the Cure Spells in general are pretty underwhelming, even more-so regards the characters with higher hit points that in theory are the ones who are going to take the most beating anyway.

The problem is, compared to damaging spells, they scale weirdly. They offer a little scaling based on caster level, but most of their scaling is by spell level - which, thanks to wand cost calculations, means that there is no healing wand more efficient than the wand of cure light wounds. They also, as a result of their scaling, generally scale poorly compared to the damage a PC is likely to take in a fight.

Their singular major positive factor is the ability of most PC clerics to spontaneously cast them so they don't cost a pre-planned resource.

I think there could be a better scaling for healing spells - I'm just not sure what it should be yet. I haven't put too much effort to it.

Ash hears Zaiobe's voice ringing in his head, "I think he will agree to meet because he makes certain... overtures to me that I have rebuffed. And he is weak like all men when it comes to lust."
...perhaps letting him know a bit more than he wanted...

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