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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,510 posts (6,435 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 21 aliases.


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Pathfinder Adventure Path Charter Subscriber

Bards can inspire a heck of a lot of crewmen in a fight. That's nice. There are a couple of good archetypes for rangers that work well for piracy campaigns. Both make excellent specialist sub-officers working under PCs.

Piracy campaigns are also excellent fodder for leadership feats.


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Pathfinder Adventure Path Charter Subscriber

One issue with the law vs chaos divide is that behavior may not appear all that different between lawful and chaotic characters in the short run. They just have different worldviews that drive how they look at situations and rationalize how they behave. This can make things pretty murky, particularly for newer players or ones who don't have as much time on their hands to mull over this crap as I do.

So I try to provide a bit more oomph to what it means to be lawful or chaotic. I tell people to think more along the lines of collective vs individual when looking at lawful vs chaotic. Lawful characters see themselves fitting into collectives as important pieces of the machine of society (or pieces of the puzzle, whatever metaphor turns you on) by their nature. Chaotic characters think of themselves as unique individuals and, if they fit into society (which they can), it's not by nature, it's by choice.
And it's not just any single society for either of these questions. It's a bunch - nation, ethnic group, religion, guild, company, order, whatever. As someone who is a part of these societies by nature, the lawful character tries to conform to the expectations of all of the societies they belong to - prioritizing competing expectations only when they need to. Those instances may be difficult, but conformity is otherwise relatively easy on the psychology. The chaotic character picks and chooses which tenets of which societies they will follow - this irons out many of the internal philosophical conflicts a chaotic individual might face, but lead to more outward conflict as they buck traditions and expectations they don't like.

Once I define things that way, I have no problem seeing paladins in Cheliax, paladins as Hellknights, and paladins living alongside slave owners. They may be good and belong to the Church of Iomedae, but they're also Chelaxians and don't trust willfully disrespectful and unreliable Andoranians. I also have no problem with chaotic characters following consistent codes of behavior - they're just idiosyncratic codes of behavior - suitable to themselves. This is also why Batman is Chaotic Good, not Lawful. He does things HIS way, not the way everyone expects him to behave (that's LG Superman).

Once I put things in those terms, lawful and chaotic are a lot easier to deal with.


Pathfinder Adventure Path Charter Subscriber

Not really. A PC goes down or is helpless, that means he's out of the fight for the time being. It takes a really bloody minded individual to open himself up to extra risk making sure an opponent is dead while a fight is still raging. It seems more realistic for that NPC to turn his attention to actively fighting PCs rather than worry about the one bleeding out or otherwise helpless.


Pathfinder Adventure Path Charter Subscriber
Xailian wrote:
Damn that's brutal, so an NPC using that as a threat is very scary to PC's lol.

Indeed. This is why a GM should probably use it sparingly.


Pathfinder Adventure Path Charter Subscriber
Vidmaster7 wrote:
in 1st there was no full attack you moves then you could make all your attacks as you wanted.

This is a pretty common misconception, but it's just that - a misconception. It forgets that characters more than 10' (1" in 1e scale) from their target had to take a round closing in which they could make "an attack". As in one attack. 3e and, by extension PF, have made the behavior clearer, but 1e wasn't really all that different with regards to move+attack or just attacking within close range.

That said, I can see the argument for increasing the dynamism of martial combat. I think a lot of benefit could be drawn from increasing the benefit of attack actions that otherwise don't damage an enemy. Perhaps combat maneuvers like bull rush, overrun, even disarm, could inflict some damage on the target so that simply killing the target with more damage isn't nearly always the most attractive option.


Aldern applauds at Menlo's display, as do a number of the other patrons in the common room. Several silver pieces make their way to the juggler for his short display (gain 8 sp), and though the payment tonight is spare, it does suggest that the locals do treat entertainment fairly well.

And with that, we'll shift scene to the following morning. If anybody has special plans for the evening, let me know. Otherwise, we'll assume spending some effort on recovery. Between the aid from Father Zantus earlier and a night's sleep, everyone is up to full hp

The following morning arrives with Ameiko's housekeeper, Bethana (an elderly halfling woman), knocking on doors to wake the boar hunters. A simple breakfast of oatmeal, dried fruit, and bacon has been prepared.

In short order, just a few minutes before 8 o'clock, Aldern arrives at the inn, followed by an energetic dog, a horse, and a stern-looking man leading several more horses. He enters the common room with a flourish and says, "Who's ready to hunt boar? The weather is perfect!"


Know Local 15:
Korvosa may have a dense and complex code of laws, but if there are any laws on the books governing this situation, they are buried fairly deep in the archives. A crime vs a wererat might have to go before an Arbiter for full judgment.

True to his word, and long after an hour has passed, the young man from the Slicing Dicers comes into the bar with an object wrapped in a bundle - Cassandra's mithral grappling hook.
The Bailer's Retreat isn't particularly far - is it the next stop or do any of you have something in particularly you'd like to do?


Pathfinder Adventure Path Charter Subscriber

Another thing to look into might be ways to tailor equipment. Get rid of the heavier armors and weapons of a heavy-armor age in favor of rapiers, cutlasses, and lighter and piecemeal armors. You may need to come up with more ways to increase the ACs of PCs that might otherwise be well-armored as they level, but I think it'll help preserve the feel of a musketeer atmosphere.


Pathfinder Adventure Path Charter Subscriber

This sort of issue varies from group to group. If you're playing with relatively tight knit characters and story like with an AP, level variation isn't going to do the game any favors and not using XPs but just leveling up when appropriate works pretty well.

There are, however, other styles of play that allow for PCs to drop in and out of the campaign. In those cases, tracking XPs and finding other ways to mitigate the effects of differing character levels are probably going to be reasonably well-fit tools to the situation. But then, the drop-in/drop-out nature of the campaign is probably doing a good job of setting everyone's expectations of level variance.


With Wednesday lending a little of his own carousing to Amira's, they're able to triangulate a little more information. Tobias will be leading another foray into the sewers tonight, after sundown. They're meeting at Bailer's Retreat - a tavern near the docks that tends to see a lot of drunk criminals as well as coffee-drinking guardsmen looking for an easy collar.

They also uncover rumor of another Blackjack sighting. He disrupted one of the Academae's attempts to destroy one of the wooden bridges linking Old Korvosa with the mainland, but he was ultimately forced to retreat from superior Gray Maiden firepower.


Since Masamune hasn't posted, I'll kick this into motion again and bot him this round.

Masamune steps forward to block Orbakhag's approach to Alara. His wakizashi slashes out and cuts against some of the troglodyte's scales.
Wakizashi slash: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Figures, I roll for him and it hits. That's just the die roller taunting Masamune.

Orbakhag grunts in pain and tries to return the favor but Masamune's superior defenses keep the attack at bay.
morningstar: 1d20 + 5 ⇒ (10) + 5 = 15

Status
Orbakhag (trog hero): -8 hp

Party is back up again.


"We will be hunting boar! Bows and spears are traditional, but for the particularly hardy, I think claws would do," Foxglove answers Firdall. "The boar hunting in the Tickwood is said to be excellent. In addition, it gives me a chance to spend a little time with the people who rescued me from a sticky situation with the goblins - and their friends and acquaintances, of course," he adds, knowing that neither Firdall nor Menlo were present at that battle.

"I will arrange the horses for the excursion. Let's set out fairly early tomorrow at, say, 8 o'clock?"


Sorry to see you go, Terri.


Pathfinder Adventure Path Charter Subscriber
Paladin of Baha-who? wrote:
Don't forget, he played the character for decades, and probably has a very strong sense of who Hikaru Sulu is/was in his head, and that head-canon Sulu is straight.

He has also recently clarified his feelings on it a bit. In the wake of other criticism Star Trek was facing, Roddenberry apparently deliberately decided to not fight on the LBGT front as well. It sounds like George would prefer that Roddenberry's decisions and the vision of the characters based on them hold true. But he also clearly respects John Cho's portrayal and Simon Pegg's daring storytelling. So, I think everything's smoothing out just fine.

Personally, I think Simon Pegg's decision to write Sulu as gay is fantastic. Introducing a new gay character would pretty much scream tokenism, but casually introducing it as an aspect of a well-known character puts it where I think it belongs - a characteristic as non-controversial as hair or eye color to Federation society.


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Pathfinder Adventure Path Charter Subscriber
Mulgar wrote:

Why all the hate for what they are doing? It's legal, well it is now with the changes made in this thread.

They are doing it because they want to.

And quite simply it isn't for us to judge. What they are doing is legal, let them go have fun.

While I don't think I'd call it hating, I think there's plenty of dog-piling going on here. The criticism of his plan been made, the OP is doing his thing with his players, let it drop.


Pathfinder Adventure Path Charter Subscriber
Lau Bannenberg wrote:

So from what I can gather, it's not doing the players a big favor. Giving them PFS credit for all of this would level their PCs completely beyond the range of PFS scenarios, so there's very little point in it for them. It mostly locks them out of playing those scenarios "for real" later.

On the other hand, if they start the campaign, go through a number of levels and then the campaign peters out for some reason (like, say the GM gets hit by a bus or half the players move away and have to drop out), the players will still have PFS-legal characters they can continue to use.


Pathfinder Adventure Path Charter Subscriber
Darksol the Painbringer wrote:


Unless you're adding your Intelligence to Attack and Damage rolls, or your GM is throwing a bunch of bats at you, I highly doubt it.

Nice. Let's imply our fellow gamers are liars, shall we?


Pathfinder Adventure Path Charter Subscriber
Drahliana Moonrunner wrote:


As long as those characters are ONLY being played at your home run PFS table, they're good. If they're going elsewhere, they'll need to buy the mechanics they use.

Or at least be the only ones toting along the physical books for their specific characters. That could be achieved if your players all took turns going to public PFS events and borrowed the books for their sessions. The point is to have copies of the rules present and, if in electronic form, be able to prove non-piracy as your means of having them.


Sorry to post so late - surprisingly distracted by work

Amira works the crowd at the tavern, buys a few drinks (don't sweat the cost, it's a pittance, relatively speaking), and keeps her ears open for rumors and other gossip.

She finds a few dockworkers willing to give up a little dirt on anti-rat campaigns. "Tobias started up this group that has been going into the sewers to hunt out the rats. He says that rats spread disease and most of us believe him. They're unclean animals living in the sewers. So every couple nights, he and some of the others go hunting, setting up traps, and all that. They said it's getting more dangerous though - some of the rats are smart and they mentioned something about wererats. Makes my skin crawl just thinking about them. They spread their curse and soon we'll all be rat men squeaking at the full moon."

Amira also picks up other news:

Sounds like things are happening on Endrin Isle and the Old Korvosa district - now mostly cut off from the mainland by the destruction of the bridges. Riots have been visible and that means the Arkonas aren't controlling the streets any more... or at least not successfully.

Shoanti trading has declined precipitously lately. It could be a reaction to the plague (though there's no talk about the plague spreading to the Shoanti tribes), but if so it's a bit delayed.

If anyone else wants to help work the crowd, we can treat that as Aid Another. DC 10 adds +2 to the final check and can improve the specificity and sensitivity of the information gathered.


Foxglove joins in the exchange. "A juggler? Splendid! My strict upbringing never left me much time to enjoy the pleasures of public entertainment and, as a result, I've come to have a fascination for the amazing tricks of jugglers, acrobats, and the like. Would you be available to join us on a short ride to the Tickwood and a hunt? I'll ask Ameiko to prepare a picnic luncheon for us. We can then hunt, take a break for a repast, put on a show, and hopefully return with the fruits of our hunt and a feast!" His eyes light up with excitement as he expands his plans on the fly.
"And if you have a companion, Amazing Menlo, invite them along as well. We will make a merry party of this yet."


Pathfinder Adventure Path Charter Subscriber

Frankly, this is one reason PFS allows players to rebuild throughout first level and only settle on a single build at 2nd - to give players a chance to try out their PC and how they work. Just make use of that - it's entirely PFS-legal. In this case, you don't need to kill off your character and you can keep using any certifications you might have already on that character.


Pathfinder Adventure Path Charter Subscriber

You have to understand the rationale behind the diminishing iterative. They're there to prevent a sudden doubling of a character's damage output, something you would get if you don't adjust the attack bonus. D&D since 1st edition AD&D (at least) has phased in this increased effectiveness, though 1e/2e did it with an attack rate that started adding the additional attack on alternate rounds.


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Pathfinder Adventure Path Charter Subscriber

Alternative viewpoint: Summon nature's ally and the animal companion are powers granted by nature to its ally, the druid, to be used to protect the life of that druid and not be eschewed because of some human moral consideration.


A bit later, Aldern Foxglove comes into the Rusty Dragon. He spies his rescuers right away.
"Ah, there you are! Let it not be said that Aldern Foxglove does not pay off his debts. I have here a small gift for each of you, I'm afraid I didn't come to Sandpoint with much more. But, should you find yourselves in Magnimar, you'll have to come by my townhouse where it will be my turn to show you the kindness you've shown me today."

He passes out small coin purses, each with 50 gold coins in them, among Ahdak, Darnak, and Alesta. Ahdak's and Darnak's are both simple felt pouches, but the one he gives to Alesta is made of silk.

"I"ve already spoken with Ven Vinder about getting ahold of a hunting dog to replace the one killed by the goblin. There are a couple of farms in the area that raise them, he tells me. I'll need to assess how well he hunts and all that and I started to wonder if you'd be interested in joining me on a short excursion? The Tickwood is known to have some well grown wild boar living in it. That should be a good test of a new dog's resolve and skill. What say you?"


Over at Aram's Crown, the evening is just getting started and the more exotic spirits are coming out. The special today is an Osirian whiskey made with dates for a thicker and sweeter flavor. The alcohol content is moderate, for a spirit, but that puts it head and shoulders more alcoholic than the watered ales, lagers, and wines they serve during the day.

The crowd at Aram's is growing and surprisingly festive (though the liquor may have something to do with it) for a city in the grips of a plague. A few comments are easily overheard...
"So I says to her, I ain't gonna pay fer that no more. I already paid her enough to get it replaced, I ain't paying no more."
"Tyro got the blood veil, but I'll be damned if he isn't doing better than Mama Zaffa when she came down with it, Pharasma rest her soul. I think we're really turning the corner on that plague like the priest said."
"Gray Maidens, ptah! They took my old man's blade right offa me. Confiscated it, they did. I shoulda stuck her right the sun don't shine if she wanted it so badly."
"Ships are starting to brave the plague, I hear. With prices dropping in Magnimar, they can't turn profit bypassing us anymore."


Pathfinder Adventure Path Charter Subscriber
Zelda Marie Lupescu wrote:

So, I was just thinking, how many of you see level and age as linked?

For NPC classes, I'll often link them. NPCs just starting out in life having come of age or graduated their apprenticeships, I'll give them level 1. Then I typically give them a level every 5-10 years or so depending on how dynamic a location is - out on the frontier, I'll add a new level closer to every 5 years because of the variety of challenges they'll deal with. Farther into a settled area, I'll go more with 10 years.


Darnak's comment about the goblin raids having a purpose sets the crowd murmuring. One elderly, male, human's voice can be heard above the rest with a higher degree of certainty, "My bet is they came to disrupt the Swallowtail Festival. It's well known that there's no love lost between the Desna and the Mother of Monsters." A few other inn patrons nod their heads in agreement, but most seem skeptical in the aftermath of the raid.

After that, debate seems to focus on the possible purposes of a goblin raid - to kill dogs and other animals, to kill humans or take them prisoner to sell them into slavery...


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Pathfinder Adventure Path Charter Subscriber

Trade-offs are a good thing. This game needs more characters with abilities based on multiple attributes, not less of it.


Pathfinder Adventure Path Charter Subscriber

I think the OP's GM is treating Sense Motive as a skill at assessing more than just the intentions of the an observed creature. And I don't think he's the only one doing so - d20pfsrd's Sense Motive page includes Analyze Prowess as a suggested use from a 3rd party publisher. So I'd have to say it's not a terrible suggestion to use it, just a bit unusual.

I'd probably have a PC use either Perception or Healing and give the healing check a lower DC for being a bit more on point.


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Pathfinder Adventure Path Charter Subscriber

Feats like power attack don't bother me at all. Sure, a player could say that they'd like to swing wildly to get the same result, but I don't think I'd agree that simply stating that desire should generate benefits without investment. They simply don't have the developed ability to make consistent and predictable use of that ability - their otherwise untrained attempts being adequately covered by variance in damage due to rolled dice.

It's the feats like Call Truce that I find more concerning since they put a defined mechanic to an otherwise undefined event that any number of GMs could and would adjudicate differently for any number of reasons. If I have a player in my group with that feat, it puts pressure on me to make untrained attempts at doing the same worse in some way so that the feat is worth the PC's investment. But given my instincts as a GM, I don't think I'd make parleying any more difficult (or less binding in the result) than the feat does.


Alara deftly avoids any further violence as she seeks help from Ash, whose healing skills quickly put much of her pain to right.

The muscular troglodyte taunts her retreat. "Run! Run from the mighty Orbakhag, little warmskin. It will do you no good."

Closer to the door, Rawnie quickly casts a shocking grasp, reaching out to successfully touch her adversary. His back stiffens, his eyes open wide, then he collapses on the floor, his nerves twitching with residual energy as the life departs his body.

Piper, didn't you already daze the big troglodyte?

Status
Trog 6: dead
Orbakhag (trog hero): -3 hp

And I think that just leaves Masamune to go before it's the big troglodyte goes.


Ash notes that the closest troglodyte to him (the one squared off with Masamune) is substantially injured - not on his last legs, but definitely feeling the pain of his wounds. Alara makes the question academic as her nunchaku takes him down with a loud crack.
FYI - Troglodyte 6 (the other normal one on the board) is roughly as hurt as the first one was before Alara killed him

Rawnie's crossbow bolt glances off the troglodyte's scaly hide to no appreciable effect.

The remaining normal troglodyte takes exception to Piper's music and diverts to go after him (and getting too close to that elven woman who dances around the battlefield doesn't seem like an attractive option). The club swing hits with a solid THWACK causing 7 hp of damage to Piper.
Club 6: 1d20 + 2 ⇒ (17) + 2 = 19 Club damage: 1d6 + 1 ⇒ (6) + 1 = 7

The troglodyte hero, as fine and confident a specimen as he is, is undeterred by Alara's prowess on the battlefield and closes to attack her with his own weapon - an iron morningstar.
which I misidentified as a club before, though nothing changed in his failure to hit her
hero morningstar: 1d20 + 5 ⇒ (12) + 5 = 17 morningstar damage: 1d8 + 4 ⇒ (6) + 4 = 10
He lands a heavy blow with it, doing 10 hp of damage.

Party is up!

Status
Trog 1: dead
Trog 6: -7 hp
Trog hero: -3 hp


"It will be a couple of hours. This stuff is challenging to work with. Might I suggest you go have a few drinks over at Aram's Crown? I can bring it by the tavern when I'm done since I'm otherwise closing up the shop for the evening."

Meanwhile, over at the Trapper's Hole where business is similarly slow, the proprietor Jope Chantsmo can be seen inside at his workbench. Looks like he's fletching some arrows.

Workers from other parts of the Midland neighborhood are starting to filter in to the area and heading to Aram's Crown.


Pathfinder Adventure Path Charter Subscriber
Jiggy wrote:
Kazuka wrote:
Some people prioritize their perceptions of reality over reality itself.

No. People can't tell the difference between their perceptions of reality and reality itself. They think their perceptions of reality ARE reality itself. That's what "perception" means. As far as any given person is aware, their perceptions of reality and reality itself are one and the same.

Prioritizing X over Y requires knowledge that X and Y are two different things. But if someone knew that their perceptions of reality didn't match actual reality, then the former would no longer be their perceptions of reality.

I think you've got a point, but you're also missing plenty of variation. You're implying it's impossible to understand there are other versions of reality based on other people's perceptions formed by their own perspectives, filters, histories, etc. I can assure you there are plenty of people who have a pretty advanced concept of that - though still favoring their own perception of reality.


Masamune, I think you need to borrow Alara's dice.


Right now, the only living troglodyte that has been dazed is the hero trog. Every other target hit by a daze spell has been slain. I did reuse the designation Troglodyte 3 (and effectively 4) when the 2 others came up with the hero. If it helps, since the second Trog 3 is dead, that's a moot point but we can think of troglodyte 3 as #5 and Trog 4 in the status above as Trog 6. Trogs 2 (now dead), 3 (now dead), and the hero (still alive) have all been dazed by my reckoning, leaving Trogs 1 and 6 as legit daze targets.


Pathfinder Adventure Path Charter Subscriber
Deighton Thrane wrote:
This title is entirely misleading. That's one of the most balanced party make ups I've ever seen. Like people have mentioned, it's a little short on the arcane and removal spells, but that's not really the end of the world.

Well, there are different kinds of balanced. There's the balance between relatively evenly powered characters. There's also the balance with methods and composition - in this case, heavy stealth and skills, low on powerful magic and, as you point out, removal spells.

I think the point here is to recognize when you've got some form of imbalance and then work with it - maybe ameliorating it, maybe changing the campaign's focus a little, maybe feeding it so it can be better exploited by the players...


"A good swing and the hatchet will make a deeper cut, I guess," the clerk estimates. "But if you're looking for the guys who bought the weapons, they're sometimes in the area once the main dock work is done. The Walk draws plenty of waterfront people, particularly the ones with a little more cash to spend like foremen and supervisors. It was three guys who came in for the blades, I'd say more Chellish than Varisian. They were all dressed in their work overalls - they were all bearded..." he shrugs. "I'd recognize them if I saw them again, but I don't know if I can describe them so you'd tell them apart really well."


And if the PCs out and about in the town don't have anything else pressing - I wouldn't mind everyone getting back to the Rusty Dragon so we can potentially link the two groups.


The sound of a pipe again fills the air as the fight continues. Masamune is unable to make any headway into his opponent's defenses, but he does occupy his attention enough for Alara to knock his head in from behind.

Then a fan of flame erupts from the sorceress, scorching the two troglodytes by the doorway.
Ref save 1: 1d20 - 1 ⇒ (9) - 1 = 8 Ref save 2: 1d20 + 1 ⇒ (19) + 1 = 20
The troglodyte out in front takes the full brunt of the flames, but the burly one behind him manages to duck partly behind the door frame and saves himself some pain.

As they counter attack, the troglodyte longest in this contest (and wounded to boot) steps forward to re-engage Masamune. His swing is wide and ineffective.
Club 1: 1d20 + 2 ⇒ (4) + 2 = 6

The scorched troglodyte reflexively goes after the adventurer who burned him, aiming his club at Rawnie. The burns must still give him pause as his attempt to clobber her is easily avoided.
Club 2: 1d20 + 2 ⇒ (4) + 2 = 6

And the troglodyte hero, after clearing his head and wincing from the flames, steps over to bash Alara. His club takes chips off the pillar behind the ninja as she ducks his clumsy, if heavy, blow.
Hero club: 1d20 + 4 ⇒ (2) + 4 = 6

Party is up!

Status
Trog 1: -8 hp
Trog 3: dead
Trog 4: -7 hp
Trog hero: -3 hp


Pathfinder Adventure Path Charter Subscriber

I'd say it's close enough - it is designated as an alternate class for the rogue. What's the context? Why would it be important for a ninja to either be or not be a rogue?


Pathfinder Adventure Path Charter Subscriber

You could just let them know that if they reveal any weaknesses in the party through play, it's up to them to brain up a solution. It could be a cohort to handle weak areas not already covered, it could be multiclassing, investing in more UMD, whatever. Letting them know that now may start wheels grinding so they can prepare for it as they level up.


Pathfinder Adventure Path Charter Subscriber
Mekkis wrote:
Nefreet wrote:
You should probably tell your friends that their "gifts" are technically illegal. Not just in the PFS sense, but as in illegally distributing digital media under U.S. Law.

Unless you are versed in the ins and outs of US intellectual property law, avoid making blanket statements about whether or not this is "technically illegal". Fair Use, for instance, may cover this.

I'm pretty sure fair use would not cover this since it's not about using an excerpt for making a review or educational use or making a derivative work for a parody or satire. It's more an abuse of fair use to try to justify distributing a whole work without the rights afforded by copyright or an license that explicitly allows that redistribution.


The young man shakes his head, "I don't know if I'd say it's a panic, really. Just a few jumpy people, but I suppose with the blood veil and all, people are on edge. I sold a bunch to a group of dockworkers just a few days ago. I guess they pooled their money together to get them. Said they were going after some nests of rats that were spreading the plague and wanted to be prepared in case some were wererats. Five daggers and a hatchet, about a dozen crossbow bolts, all silvered. No idea if they found any yet."


Alesta and Ahdak, Darnak has a question out there for the two of you...


Rawnie's icy ray strikes the big troglodyte, but it doesn't seem to bother him too much even if it does put a patch of frost on him.

While the big troglodyte clears his head, the troglodyte squared off against Masamune and hemmed in by Alara lashes out at Masamune then takes a step back to better protect himself. His attack is ineffective, but he gets himself out of the flanked position.
Trog1 Club: 1d20 + 2 ⇒ (4) + 2 = 6

Meanwhile, one of the troglodytes backing up their big bruiser pushes past him in order to get into the fight. He turns the tables on Alara by putting her into a flanked position with his troglodyte comrade. But his skill is apparently not up to the task because he fails to land a telling blow.
Trog3 Club: 1d20 + 4 ⇒ (7) + 4 = 11

The final troglodyte also pushes past his hulking companion, but he's more wary than the rest and doesn't yet engage.

Status
Trog 1: -8 hp
Trog 3: fine
Trog 4: fine
Trog hero: no longer dazed

Party's turn!


I remember Castle Falkenstein. Never played it, but I do remember it being out and about. If you want to talk more about how it played here in the discussion thread, Cass, go ahead.


Pathfinder Adventure Path Charter Subscriber

Another thing to consider here is the behavior of the grappler in question. If the grappled PC's party moves to support him and hammers on the grappler, does it make sense for it to endure that and maintain the full hold or go for a pin? Probably not. That's a good time for the bear, with his grab ability, to step down to the -20 penalty so it can also deal with the pesky PCs attacking. That significantly raises the escape artist's chances of getting away.

I don't think it makes a lot of sense, other than from a gamist, GM vs player point of view, for that bear to maintain the full grapple in that circumstance. It strikes me as a GM trying to inflict maximum mayhem on one PC or on party resources rather than playing the bear like a bear with a modicum of self-preservational instinct. Caught alone, then sure, that bear is going to grapple the crap out of someone because then it's now about the bear securing lunch, not surviving while outnumbered.


Pathfinder Adventure Path Charter Subscriber
Jiggy wrote:

I think it's pretty close to universally agreed that 3.X is basically the slowest combat system ever, so I'm not sure who you think you're arguing with here.

I'm going to assume you've never played either Torg or Champions. I'm sure I can probably find more slower combat systems as well...


Pathfinder Adventure Path Charter Subscriber
Krensky wrote:
I agree with Jiggy that if you want that system, play 2e or find some retroclone or other 'old school' game that uses it, don't try and bolt it onto a 3.X based game.

Pretty much the only reason I can think of it not working for 3e is in the way it handles short durations like effects that are measured in a relatively small number of rounds. Cyclical initiative makes that fairly convenient to manage since, with everyone going in the same order every round (barring holds and delays), it's easy to keep track of when the effect should stop and you avoid cases where someone is affected a different number of times by having first a low then a high initiative roll (or vice versa).

Other than that and cyclical initiative's general ease of use, declare-then-roll should work OK in 3e and be no more ridiculous than always being able to reliably predict turn order (and planning accordingly).

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