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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,617 posts (6,619 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 21 aliases.


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Pathfinder Adventure Path Charter Subscriber

I'd let it work. I'd even turn the auto-crit into a normal hit on the bodyguard.

Ultimately, coup de grace is probably too easy to perform as a mechanic. If the primary counter is taking AoO, given the number of hit points the typical opponent has, the coup de grace is too difficult to prevent.
I'd consider drawing from the way AoO contribute to the foiling of combat maneuvers and have the attempt modified by the damage any successful AoO inflicts. Another alternative is to borrow from concentration check rules and give the coup inflicting character a chance to avoid having his coup de grace attempt interrupted.

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Ravingdork wrote:
A true professional writer can absolutely make statements quite clear and concise without having to sacrifice brevity.

Since it doesn't say "may", does this mean that they have no choice but to do so?

Professional writers try to do so. They don't always succeed. This isn't a question of "no TRUE professional writer ever writes something too briefly to be clear", it's a question of "not everything works out the way you intended."

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Pathfinder Adventure Path Charter Subscriber

The whole idea of a GM having to make encounters conform to things the player knows about a region and talks about is pretty silly. No GM should feel they need to do that.

However, a player always chiming in about what they know can be offputting. It's stepping on the GM's toes a little bit in the sense that it's traditionally up to him to be the conduit between the players and the campaign. Also, he may have planned some alternative take on the area that you are pre-empting with our own assumptions.

As a GM, I have mixed feelings about this sort of thing. I like the initiative and interest players show by pursuing knowledge outside of the game (and actually remembering it). But it can often come with assumptions or interpretations contrary to mine - and for the campaign, I generally want mine to be the ones the other players know and remember when I present them.

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Derek Dalton wrote:
My old group found a lot of rules we disliked or hated. Some because they were stupid even by their own logic. A Keen weapon doesn't stack with a Feat that improves your critical hit. By their rules they should stack because they are two different bonuses. Most times we as a group changed them so everyone knew how the rule worked so there was no confusion.

Well, technically, they aren't really "bonuses" to simply be added together. But a bit on the history of the topic...

Back in D&D 3.0, keen and improved crit did work together to increase a weapon's crit range. D&D 3.5 walked that back, much to Sean K. Reynolds's dismay at the time considering he had a blog post defending letting them work together. However, players like me agreed with not letting them work together, in part, because letting them do so slowed the game down and felt too common. Imagine a PC with improved critical (scimitar) and a keen scimitar. He's scoring crit threats every time he rolls 12 or better on his attack roll and then has to roll a confirmation check. For high level characters, that's a fairly long turn with lots of die rolls and slower play. It's a PITA.

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Pathfinder Adventure Path Charter Subscriber

I'd say it should restore the original spell. The interpretation that it can't recover the slot because it had been converted to a spontaneously cast spell seems like a tortuously-derived, nit picky reading of the rules to me.

Two of the rats take a snap at Wednesday as he moves into position.
rat bite 1: 1d20 + 5 ⇒ (1) + 5 = 6

rat bite 2: 1d20 + 5 ⇒ (18) + 5 = 23 damage 2: 1d4 + 2 ⇒ (2) + 2 = 4

The first one attacks quite clumsily, but he second one draws blood (to the tune of 4 hp of damage). He pays for it, however, as he takes a worse wound from Wednesday's blade. That rat seems to be made of stern stuff, though, as it isn't immediately slain by the blow.

I'll need a Fortitude save from Wednesday.

And since it looks like Tolenn and Amira aren't going to intervene in this particular fight...

The dock workers both try to disengage from the rats attacking them. The large rats, perhaps surprisingly, let them get away and, in turn, they withdraw as well, carefully backing away from Wednesday's reach and dropping back down into the grate in the floor of the tunnel.
The remaining swarm of rats collectively decides to leave the immediate area and slips into the watery channel of the parallel tunnel.

Aldern's eyes widen as he grins at Firdall's question. "I've had a look at some of the ruins, yes. Magnimar's full of them, particularly the great Irespan. I can't imagine why someone might have built a bridge so unbelievably huge, but the Thassilonians don't seem to have built anything small. Even the Old Light in Sandpoint is said to have once stood several hundred feet tall. It must have been a mighty lighthouse in its day,"

To Darnak's suggestion, he starts to stand up. "You are right, friend Darnak. We should take these boar back to Ameiko so the cooking can begin." He quickly brushes off his trousers and hands before offering one to Alesta.
"Allow me to assist you, Alesta. I hope you found the lunch to your liking?"

You can move through them... provided you're willing to take an AoO from the rats. That's an option.

Jeremy scrambles to his right to try to get out of the swarm, but the rats follow him, tearing at his skin and clothes.

Cassandra's attempt to rush in and teleport him out works well as Jeremy is quite willing to grab ahold of her and hang on for dear life no matter where she goes. He will come out of the jaunt a bit bewildered and badly hurt.
I'm assuming dimension door - that should give you nearly 700' to work with as far as picking a destination. No touch attack is necessary since he's a willing target. For now, I've moved you back by Tolenn, but you have plenty of options. Where do you want to go with him?

Tobias and Holt let fly with a couple of bottles of alchemist fire.
alchemists fire 1: 1d20 + 3 ⇒ (4) + 3 = 7 alchemists fire 2: 1d20 + 4 ⇒ (20) + 4 = 24
scatter: 1d8 ⇒ 8 damage: 1d6 ⇒ 5

Holt's falls short, catching him in its own splash (but also catching the fringe of the swarm). Tobias's, however, hits right in the thickest part of the rats. The air fills with the foul odor of burning rat and fur, but the swarm is still large enough that it retains cohesion and remains a threat.

As they set fire to some of the rats, a group of larger rats (nearly the size of dogs) burst forth from the drain pipe and rush to attack the dockworkers.
bite 1: 1d20 + 5 ⇒ (8) + 5 = 13 damage 1: 1d4 ⇒ 4
bite 2: 1d20 + 5 ⇒ (15) + 5 = 20 damage 2: 1d4 ⇒ 2
bite 3: 1d20 + 5 ⇒ (6) + 5 = 11

Party is up!

Swarm: -9
Jeremy: -10 (and looking very pale)
Holt: -8
Tobias: -5

Pathfinder Adventure Path Charter Subscriber

Any cleric can use any weapon for any deity, for the most part, though obviously some are more thematic for the faith - they are not bound to using them. So, as others have pointed out, there's no expected penalty for a dwarf using a popular weapon from dwarven culture.

I also agree that the whole Quest for Sky could have ended up inspiring quite a few dwarves to found and maintain a religious branch devoted to Sarenrae and her solar portfolio.

The problem here is the PC's behavior doesn't match the religion's expectations. While I think it's perfectly fine to focus on narrow aspects and not honor the entirety of the faith's tenets, it sounds like that isn't really happening either. My guess is there is a fundamental disconnect between the expectations of the GM with a few of the players and the dwarf cleric player. That should be addressed out in the open with the concerned players involved. Tell the dwarf cleric player that you and the other players don't want to play in the murder hobo style and want more characterization. Even apologize for not making that clear to him when recruiting him.

I wouldn't take it out on his PC until that is thoroughly communicated and well understood by the player.

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Berselius wrote:
Hmmm...would an Iomedae Paladin have any misgivings about opposing the rule of the Crimson Throne?

Before incontrovertable evidence comes in, they should have plenty of misgivings. Paladins, lawful characters in general, don't revolt at the drop of a hat. It needs more than suspicion and rumor.

Pathfinder Adventure Path Charter Subscriber
James Jacobs wrote:

Dockside Avenger and Varisian Immunity are not official Curse of the Crimson Throne campaign traits. I wouldn't recommend using them as such, and instead suggest you use the campaign traits from the new hardcover, since those traits are hardcoded into the text and have in-game resolutions and rewards built in to the adventure.

The Varisian Immunity trait is indeed a big spoiler, and it shouldn't have been written in the way it was written.

CotCT kind of seems a necessary antecedent to introduce Varisian Immunity as a trait to the campaign.

Pathfinder Adventure Path Charter Subscriber
Kahel Stormbender wrote:

Know how many campaigns I've left over the years because the GM broke the social contract? I've lost count. There's been game masters who would shut down any and everything you do if it doesn't match their pre-formed idea of how the story must go. For instance there was one superhero game where the GM had an npc do the whole 'magic hand wave' thing to remove anything that promoted characterization. Alien who can't speak english and uses a now busted translator? Hand wave and alien now understands and speaks english like a native. The heroes are actually managing to rescue the npc which the GM decided simply must get captured by the bad guys? Nope, can't allow that so better have the villains suddenly have the exact powers they need to completely shut down the heroes (oh, and break every piece of alien tech gear that annoying hero who is leading the rescue has).

Playing a "the apocalypse is happening right now" game and my character is a survivalist? Had a GM decide I was too prepared after they already approved the character and equipment list. So they arbitrarily ruled that all the canned goods my character had stockpiled had spoiled, dry goods had maggots in them for no declarable reason, properly long term stored firearms were rusted into uselessness, and all ammunition for said guns was useless because the manufacturers used black pepper instead of gun powder. Oh, and the properly cared for military survival knife is so fragile that it broke into a hundred pieces the first time it got used.


In another superhero game I was told my character with superhuman strength and agility couldn't preform spiderman style acrobatic feats such as wall running, bouncing off walls and the ceiling, even though real people can do the same stuff if not to the same degree.

I've also left games where the GM told me my super genius inventor who specializes in vehicles can't build an armored surveillance van because that's not possible. They then helpfully informed me my plan to just use my starting budget to buy one fails because nobody makes such a thing... even though the company which makes the presidential limo makes them.


All examples of times when I exercised my option to leave a game when the GM is unfair or otherwise abusing their power.

Welcome to differing perspectives, Kahel. Having run plenty of superhero campaigns in my time there are several of those instances you mention that I would probably have agreed with. Just because you don't think they're fair, doesn't mean they are unfair or aren't intended to produce a balanced game for everyone to enjoy.

Handwaving away language barriers in a superhero setting is pretty common. Witness Professor X and his instant telepathic language instruction. Moreover, having a PC who can't communicate with the others kind of sucks. It bogs down play with complications because one player wanted to have a special snowflake concept.
Plot contrivances to ensure someone/thing gets captured? Fits the genre - at least more modern games like Mutants and Masterminds compensates the PCs for it by giving them hero points for going along with it.

Apocalyptics survival games - if they're trying to mimic stories in the genre, complications arising from bad supplies are going to come up. The GM may have taken things to ridiculous extremes, but he's got to keep some kind of conflict in the setting, otherwise, what challenge is there to overcome this session or that session?

Back on the superheroes, running up walls, bouncing off ceilings are often just descriptive dressing offering no mechanical advantage (and so they're largely immaterial). But if you're looking for mechanical advantage, you probably have to build it and pay for it somehow in most superhero games I know. That's the way they tend to work. Same with supergenius inventors - if you want to regularly make use of something - how are you paying for it? You don't get to just handwave it away just because you bought or rolled a high intelligence. And if it's not going to fit the genre well-enough or is likely to cause complications in running the game, then the GM can and should make it hard to get.

Pathfinder Adventure Path Charter Subscriber
Chess Pwn wrote:

Grease is grease, not difficult terrain.

It's actually worse than difficult terrain since you may not even get half movement. Looks to me pretty much like it should be considered difficult terrain despite the nit pick.

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Sundakan wrote:

It has "creepy evil flavor".

Has creepy, evil flavor? More like is steeped in it. That may be suitable for a home game but they want PFS to be a bit more family-friendly.

Pathfinder Adventure Path Charter Subscriber
TriOmegaZero wrote:
Saldiven wrote:
TriOmegaZero wrote:
Kahel Stormbender wrote:
When you set up such restrictions at the onset, the players know exactly what they're getting into.
And usually avoid the game.
That hasn't been my experience.
How would you know they avoided it?

Because they tell you, "Sorry, man, that game's not for me."

Honestly, it's pretty easy to tell when your players have decided the game you're pitching doesn't float their boat.

Now, if you're assuming that the GM setting up restrictions is posting on an online site or on a FLGS bulletin board, then there's no way to tell when a potential player is turned off by the restrictions. But in most other table-top situations, it's easy to tell that players have chosen not to play.

And, for what it's worth, I also haven't seen players avoiding games because a few restrictions like no teleporting magic is in the mix in any significant way. We usually give the GM the benefit of the doubt and build accordingly.

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Kahel Stormbender wrote:
My problems with the 3rd group, the true power gamers, is that in my experience many of them were also cheaters. Not all, but enough that it makes me cautious of them. And often the ones who don't cheat tend to suck the fun out of the game for everyone else. Or at least that's my experience.

The problem here is that's what the term munchkin used to cover, at least in part, yet the term powergamer has drifted there and probably too often. When I first knew of the term powergamer, it referred to players who operated at the higher ends of power - not just by optimization, but also by game content. They'd be the ones playing high level campaigns against tough god-like opponents whether in D&D, Call of Cthulhu, or Champions. These would be campaigns beyond the "sweet-spot" of most campaigns like 4th-10th level for AD&D. They may well have been playing the rules scrupulously, just with the volume turned to 11. Nightmare-level Diablo in hardcore mode.

Munchkins were the players without much conscience - backstabbing their fellow adventurers, twisting the rules, exploiting loopholes, toting around Monty Haul levels of loot, keeping Tiamat in a bottle because the last DM let them get away with stuff, claiming that questionable content in a gamer magazine was 'official'... basically, everything that Knights of the Dinner Table and the game Munchkin lampoon.

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Wise Old Man wrote:

It's the GM's responsibility to create a game for everyone, not just for the story.

I'd say that is the responsibility of everyone at the table, not just the GM.

That said, it would be nice if all players were compatible in their play styles and how much they mix their optimization vs concept vs role playing vs whatever. But practice shows that's harder than it looks and something for someone has to give to reach the point of compromise.

Pathfinder Adventure Path Charter Subscriber

As far as the game system is concerned, it's immaterial. This is a question for the GM and how he or she wants religious PCs to work. Maybe the campaign's religions involve initiates learning and mastering the secrets and rituals of the church or maybe faith is enough to call upon at least some miracles. Either can work with the rules. The question is how does the GM want them to feel within the campaign.

"It is Ameiko's cooking. She is a wonder, isn't she? And we'll be bringing these boars back for her to roast as well. Should be a fine feast."

Aldern relaxes in the shade, feeding some choice tidbits to his new dog.
"I confess I do not know too much about the current situation. Most of my life has been spent in Magnimar, a rather more urban location than its hinterlands. I do have roots in the area, though, and that's what brought me out to Sandpoint for a few days. Though I daresay that had I any inkling of such an attack, I might have not dared to leave the city."
"It is my understanding that goblins have always been a relatively minor problem - an occasional raid on a farm or travelers on the road. I believe that's why so many farms keep dogs in the area - goblins are supposed to be quite frightened of them. I guess in sufficient numbers even that fear can be overcome, hence my need for Rex, here, to replace Blackie."
"If you're interested in more of the area's history, Brodert Quink is probably the man you most want to talk to. He's a scholar of history. He believes that much of the area was once fought over during the collapse of the Thassilonian Empire. There certainly are many perplexing ancient ruins about.

Pathfinder Adventure Path Charter Subscriber
Hitdice wrote:

I find this hilarious because just the other week I was leaving the liquor store with a six pack in each hand (this is a story in which I am very, very classy looking, okay) and I had to stand next to the door waiting for an elderly woman with a single bottle of wine to process the concept that my male gender wasn't going to magic the door open for her. I certainly didn't take an insult once she realized, though I'm honestly not sure I bothered to thank her at that point.

I have had similar experiences. I figure there's a generation of women, now on the older side, that became accustomed to being on the receiving end of this sort of courtesy and never really learned to be aware of times when they should give it. I've had older women cut in front of me while I've been carrying large boxes (though the older men they were with were quite deferential) and look right at me while they let doors close in front of me while I pushed a baby in a stroller.

Thankfully, this is behavior I don't often see in either men or women of younger generations - except for kids who usually don't have that situational awareness developed yet.

A double move can get you to the end of the tunnel, Cassandra - assuming you move on foot rather than pop about. I'll leave your token there under the assumption that you're OK with getting in position do what you're thinking of doing...

You may not have alchemists fire, Wednesday, but...

Tobias and Holt start scrambling and digging about their gear. The clinking of bottles foreshadows their appearance - they bring out a few bottles of alchemist fire and start setting them up for easy grabbing and throwing.
"Hurry up, Holt! We can't let them kill Jeremy. Callie would kill us!"
"I'm hurryin', I'm hurryin'!"

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mechaPoet wrote:
mechaPoet wrote:
Honestly, I find "Gamer" itself to be a strange identifying label.
I'm escalating my stance. The term "gamer" is frankly embarrassing for all involved.

Why? I play games and have been an avid game hobbyist for 35 years. Why shouldn't I be proud to wear the term "gamer"?

Pathfinder Adventure Path Charter Subscriber

Though she's also a gamer, my wife has generally been proud of her self-declared "geekgirl" identity. And she's 47 and was over 30 when she took that identifying label on. So as far as "-girl" or "-boy" being a putdown, a person's mileage may vary.

Pathfinder Adventure Path Charter Subscriber
Selvaxri wrote:

It's sad to hear that this person was making no effort to differentiate himself from being a legit Pathfinder table.

At conventions, there are going to be all sorts of games available, using a wide variety of game systems. None of them are really illegitimate. They were using the PF rules, even if badly, that makes them as legit as anything else. There's no implication of fraud or anything here.

What they seem to have been was a jerk table, run by crappy GM. That's a completely different issue from legitimacy, though no less disappointing for the unfortunate participants.

Firdall simply tears into the hapless boar. It cannot withstand so much injury and it collapses in a heap. Now, two boars lie on the ground, ready for dressing.

"Fantastic! I can see you have a great future ahead of you as a hunter, my friend," Aldern calls out, clearly pleased by the result of this morning's hunt. He slides down from his saddle. "We will be able to bring quite a prize back to Ameiko's fire pit, thanks to all of you. And Rex here, has been properly blooded as well. Come here, boy!" He then gives his new dog a treat from his pocket.

The boar carcasses are not too hard to clean, but the work is gory and smelly. Aldern breaks out the picnic prepared earlier by Ameiko. "Let us rest for a bit, friends, before we return to Sandpoint. You are doubtlessly thirsty and in need of food." He starts to offer bread and cheese around, but makes a point to offer the first piece of a sweet spice cake to Alesta.

Depends on whether or not you want to rescue Jeremy and to what lengths you're willing to go...

Sorry, got called away last night as I was posting and didn't get to finish.

The boar is weak on its feet. Rex attempts to go for the kill, but the boar manages to brush him off.
bite: 1d20 + 3 ⇒ (8) + 3 = 11

The boar tries desperately to gore Firdall to retaliate against his terrible claws. The cat man is too swift to be caught.
gore: 1d20 + 4 ⇒ (5) + 4 = 9

Everyone is up

Darnak's strikes fail to bother the boar - its hide is too thick to mark such blows. But Firdall's claws do rend porcine flesh.

Another scream comes from Alesta. The boar squeals more in rage than in pain. Though grievously wounded, the boar fights on.
Fort save: 1d20 + 6 ⇒ (11) + 6 = 17

Menlo now takes his turn and tries to stab at the boar's vitals with his rapier. But he fails to line up his shot properly and the rapier goes wide of the mark.
Menlo rapier: 1d20 + 7 ⇒ (9) + 7 = 16

Boar1: dead
Boar2: -34

Firdall may have difficulty injuring the boar, but Darnak lands a blow squarely on his porcine opponent. It's not enough to put it down, however.

"Rex!" Aldern calls out and the new dog swiftly reacts with a painful bite to the boar's shoulder.
Bite: 1d20 + 3 ⇒ (15) + 3 = 18 Bite damage: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 3 ⇒ (3) + 3 = 6

Menlo(bot) finds himself a bit farther from the fight than intended so he takes a hooked route to bring himself into the fight across from Firdall. He manages to thrust toward a vital area, though once again the boar proves too hardy to fall.
Rapier: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 rapier damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

Alesta(bot) turns from her initial course and casts a spell. It looks like she's screaming but nobody save the boar fully hears it at its full amplitude.
Fort save: 1d20 + 6 ⇒ (1) + 6 = 7 ear-piercing scream damage: 1d6 ⇒ 3
I was curious to see how effective Alesta's spell was.

The boar winces in pain from the sonic effect and seems to be dazed! It tries to shake the pain off.

Since the boar is dazed, it gets no attack. The adventurers are up again!

Boar1: dead
Boar2: -20, dazed

I'm going to say Cassandra probably hangs back as well and move along.

The dockworkers are definitely having a difficult time with the rats, staggering out of the roiling swarms as best they can.

I think the unorthodox use of wild empathy fits in this situation (I am going to move Amira closer to do so) - the handle animal skill, not so much. I'd be more inclined to allow it with something like a stampede of domesticated animals like if someone were to panic the horses at the stables or on a ranch, but not so much a swarm of rats.

Amira seems to catch the attention of some of the rats as about half of them peel off and head for the water channel to escape trouble. The rest are still cohesive enough to flow over Jeremy again, who screams in horror... and pain.

Next up: Everyone

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I'd let him. Whether she's a spirit or a flesh and blood woman,she's in need. Heck, let him know secretly and leave it up to him to decide whether to share that fact with the rest of the party. In his shoes, knowing she's a spirit would only increase my desire to help her because it also highlights my own character's gifts in the eyes of my party. It's good to have your fellow players think your PC is kind of cool.

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In ions group, there are 3 of us - shelves stocked with Avalon Hill or SPI games, D&D for over 30 years. And in the other group, we fall to only one because of lack of interest in the war games among the other long term players.

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Melkiador wrote:

The same logic applies even more to a healer cohort. Most players don't want to play the healer. So why not let those duties fall to a reliable NPC?

I, in fact, encourage the use of the leadership feat to fill gaps in the party make-up. I'd rather they recognize their own shortcomings and adapt the group to the campaign than have to adapt the campaign because everyone is too stubborn to shift their concept to cover useful adventuring skills and powers.

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Rogar Valertis wrote:

The game is about a small group of heroes fighting against hordes of monsters (and let's not forget stealing their gold) or generally going against the odds even in social situations.
It's not meant to be played by chatacters commanding armies of minions. That's something NPCs do. So basically Leadership inserts a new dynamic into the game, one the game is generally ill prepared to handle barring special efforts from the DM and players.

In a word: No. The game's about a lot more than that and most of the D&D family always has been. Henchmen (cohorts in previous edition terms) and followers have been around since at least 1e AD&D. The particular mechanics of PF make it a pretty potent choice for certain styles of play, but it doesn't have to be problematic.

Monday to Thursday next week. It'll be a zoo.

Jeremy is in the lead with Tobias and Holt following closely behind as Wednesday hangs back a little. A couple of the rats dart around a corner in the sewer ahead. Jeremy has just followed with Holt and Tobias right at the corner when the occasional squeaking of the mice turns into a cacophony. A swarm of rats surges into Wednesday's view as men ahead cry out.

Current map (also linked above): Rat Hunt in the Sewer

Amira: 1d20 + 3 ⇒ (10) + 3 = 13
Cassandra: 1d20 + 3 ⇒ (10) + 3 = 13
Tolenn: 1d20 + 6 ⇒ (6) + 6 = 12
Wednesday: 1d20 + 2 ⇒ (1) + 2 = 3
Dockworkers: 1d20 + 1 ⇒ (2) + 1 = 3
Rats: 1d20 + 6 ⇒ (15) + 6 = 21

The rats swiftly crawl all over Jeremy, Holt, and Tobias.
Everybody else is up! Absent a grid, consider a PC's chit is about 5' on a side ash we'll eyeball distances as needed.

Botting Menlo for the move

Menlo initially steps away from the boar but then circles back around to keep the beast surrounded. He draws his rapier as he does so, but is unable to make an attack by so doing.

The boar decides it won't take this lying down and so tries to stand up - opening itself up to attacks from Darnak, Menlo, and Aldern's dog Rex.

I'll assume, under these circumstances, you'll want to take the AoO.

Darnak's AoO: 1d20 + 2 + 2 + 4 ⇒ (19) + 2 + 2 + 4 = 27 Darnak damage: 1d6 + 2 ⇒ (5) + 2 = 7
Rex's AoO: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24 Rex's damage: 1d6 + 3 ⇒ (5) + 3 = 8
Menlo's AoO: 1d20 + 5 + 2 + 4 ⇒ (11) + 5 + 2 + 4 = 22 Menlo's damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6

Under an assault such as that, the boar fails to retain his feet and slumps to the turf.
The second boar moves in behind Darnak in an attempt to gore him. The monk, however, is too quick and nimble on his feet to be struck by so clumsy an attack.

Boar: 1d20 + 4 ⇒ (3) + 4 = 7

Everybody other than the boars are up!

Boar1: dead
Boar2: fine

I've been a bit slammed at work (so has Menlo) because we have our massive users group meeting coming up. But I'll bot Menlo and keep things moving for today.

Pathfinder Adventure Path Charter Subscriber

This may just be me, but I would have most centaurs consider that sort of thing demeaning. Willing to carry someone in an emergency, OK, but being paid to basically be a horse? I'd be charging a hell of a lot more for it - for those centaurs willing to debase themselves so badly.

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lowericon wrote:
Zedth wrote:
equivalent to that of a dragon one size larger.
That's certainly more reasonable. Thanks for the suggestion.

That also might be good fodder for a decent survival check - harvest without the check (or a failed one), use the standard rule. Make a reasonably difficult check and treat the dragon as 1 size class larger.

Pathfinder Adventure Path Charter Subscriber
Kahel Stormbender wrote:

On the other hand, I can see ways you could trip a flier. Especially one who uses wings to fly.

Me too, but as RedDog posted a few years ago before this thread was necro'd, that looks a bit more like a grapple than a trip. In fact, that's how I ran it when a monk character managed to get on a swooping wyvern and succeeded at a grapple check to foul its wings.

It really is one of the challenges of the play-by-post game - keeping it moving and everyone engaged when there are outside circumstances weighing in on our time and energy.

Amira, Tolenn, haven't heard from either of you in a while. Following along with the people heading for the sewers?

The odor of the sewers has not improved since Wednesday's last visit, but the tunnel is relatively well maintained and a mostly dry walkway is free of debris and sewage. It's only a matter of a dozen yards or so before the groups encounter the first junction.
"This way, lads." Tobias says as he turns to the left. The light he's carrying flashes on something ahead - eyes! And a squeaking can be heard. A few small rats turn from the light and begin scampering their way farther down the side tunnel.
"First rats are ours! Come on!" Jeremy shouts out as he starts to run after the rodents.

Pathfinder Adventure Path Charter Subscriber
Talonhawke wrote:

Unless you have to pick class and race first minmaxing will still happen, the class and race will be chosen to fit the stats instead of the stats being set to fit the class.

Well, sure. But there's still a difference between putting a number you can't control into an out of the way stat and specifically buying a low stat to be able to buy another one higher. In the former, it's called making do with what you get because you aren't compensated for a low score.

Alara Dawnchaser wrote:
To be honest, I'm seriously considering calling it here. As fun as I found this campaign (and this was the first PbP campaign I ever took part in on the boards), progress has slowed considerably.

The game has slowed. I've been startlingly busy lately, but it was already kind of grinding down before that. We've had quite a few drop outs (including the original GM, twice). So I'm content with putting it to bed rather than try to jolt some more energy into it.

Pathfinder Adventure Path Charter Subscriber
CWheezy wrote:
Nah no maybe. The holy ice spell as written the 25 gold is implied for the holy water flask.

Not by the rules of punctuation and English I know...

CWheezy wrote:
Its true that the magic rules don't make sense in some ways. Of you think about the rules for gameplay purposes, and imagine the awful minutae of tracking every tiny silver and copper component, the rules make perfect sense. I've shown in the rules how magic works, the rules say what they mean.

So then the bull's strength potion in the Transformation spell is free? That's what you're telling us here.

I think it's a stronger bet that the person writing the rule you keep mentioning expected all spells with a more costly material component to include the price reference and that expectation is not always met in the write-up of spells. So what's our solution - to dig in with the rule and make the bull's strength potions used in Transformation free? Or recognize that the general guideline isn't always followed in the rulebooks and apply the costs of specific items listed in the component when they are known?

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Pathfinder Adventure Path Charter Subscriber
Cyrad wrote:
Atarlost wrote:
Cyrad wrote:
I think a race's weaknesses are what gives them character. Not every race needs to be optimal at every class.
Every race should be competent at enough classes to defend its civilization and have a civilization to defend. Someone needs to stand in front with a spear and shield.
That argument doesn't hold any water. Races learn to fight with respect to their strengths and weaknesses. Their armies will differ accordingly and use different strategies.

Moreover, a -1 on checks and rolls relative to other races isn't enough to critically condemn their ability to defend themselves whether with archers or shield walls even if they chose to use them.

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Pathfinder Adventure Path Charter Subscriber
Kitty Catoblepas wrote:

Yes, but are the penalties there for a good reason? The extra feat that Humans get (along with the flexible stat bonus) makes them the best choice for almost every class. A lack of a bonus to the major ability of a class makes an other race a poor choice (like a Dwarven Wizard). A penalty to the major stat basically prevents a player from choosing the race for that class (a Dwarven sorcerer). That's destroying a lot of options, and I'm not sure that it's a good or necessary thing.

Yes, they're there for a good reason - to give these races distinctive character compared to humans. And no option Is destroyed, just made a little more challenging to build in the same way. There's absolutely nothing preventing someone from playing a viable dwarven sorcerer other than their own personal approach to the trade-offs inherent in the game.

Kitty Catoblepas wrote:

So tell me... Do you believe that the Humans are balanced with the other races, or do you think it's more challenging to make a build with a different race? Do you believe that the "Second +2" tradeoff is worth it? What do you think would make the Humans balanced with the other races if we removed the -2 from them? Are we talking "+2 to Sense Motive" or "+1 to all Saves" for balance?

Yes, I think humans are well-balanced with the other races. You have to be aware than in pre-3.0 days, demi-humans were balanced against humans by having level limits, a rule house-ruled away by lots of groups, leaving very few reasons to play humans. Humans had nothing else going for them. Since 3.0, humans have gotten positive benefits and if that means that players are having a harder time justifying to themselves playing something other than human, then it means the balance and trade-offs are working as designed.

Any replacement of those trade offs needs to be carefully considered otherwise you end up with too many mechanically advantageous options. Getting rid of the second +2 would be an absolute must to wipe away the -2 penalty.

Pathfinder Adventure Path Charter Subscriber
doc roc wrote:
Very rarely see Total Defence used in games... strange

Your players probably haven't come up with the cheese of getting a semi-permanent AC bonus just by moving slowly...yet.

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