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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,479 posts (6,396 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 21 aliases.


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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!

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!

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.

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).

Pathfinder Adventure Path Charter Subscriber

Welcome to 2nd edition AD&D! Players would declare their actions while GM would determine (though not declare) NPC actions, initiative would be rolled, and then everything would play out in initiative order. Spellcasting, for one thing, was a lot riskier back then because it was easier to have a spell disrupted.

Pathfinder Adventure Path Charter Subscriber

Since you do have a copy of the core rules and ARG, you could just make your characters based on those two books until you add to your collection. Go the PDF route and you'll probably be able to fill in your collection faster since they are considerably cheaper.

Pathfinder Adventure Path Charter Subscriber
Abraham spalding wrote:

But at that point after the swift action it is always on for all weapons for the round. As such rays should be valid for its use.

But is it? That's a reasonable question. And, as I pointed out, there are (at least) two approaches to it. Is it on the weapons that existed and were in possession at the time the swift action? Or is it on the caster and extendable to newly created/acquired weapons?

Pathfinder Adventure Path Charter Subscriber
Chess Pwn wrote:

3)Blooded arcane is germane since it just allows no-action use of arcane strike. So if there was no action to trigger does it now work for these "weapons"?

I'm not sure it's entirely germaine since, being always on, there's no moment the effect turns on. It always applies to any weapon the bloodrager uses. I'd say that makes it pretty obvious ray spells should be affected for any bloodrager with this feat. But I don't think it says much about the arcane strike feat given its action cost.

Pathfinder Adventure Path Charter Subscriber
Rub-Eta wrote:
Since Arcane Strike is not used on a specific weapon and grants the effect for a full round to all your weapons, I'd say that it works on Rays too (just like how a Bard's Inspire Courage can).

I think the pertinent question would still be: Does it apply to weapons that don't exist/aren't associated with the spellcaster at the time the swift action is expended? If not, then the effect shouldn't apply to instant spells like most rays or touch attacks, nor should it apply to weapons that are picked up after the swift action because, at the time the imbuement (imbuall?) occurred, that wasn't the caster's weapon.

I also think the difference comes in how you look at the ability. Does it apply to the weapons and all weapons in existence and associated with the caster are imbued at once? Or does it apply to the caster and any weapon he picks up/casts/uses is affected? And if it's the former, can I imbue my weapon and hand it off to someone else to use? If the latter, can I pick up a smaller creature and hit someone with him and gain the arcane strike's modifiers - now suppose that small creature was a monk who then uses his own fists to attack while the duration is still in operation - are his attacks imbued?

Ultimately, I don't think the comparison with a bard's inspire courage is an apt comparison. That's a mind-affecting effect - it affect's the listener and that's why they get a bonus on their saves, attacks, and damage. The weapons, not having minds, aren't affected directly by inspire courage at all.

Will save: 1d20 + 2 ⇒ (3) + 2 = 5
The strapping troglodyte glances about stupidly as the magic in Piper's music takes root in his mind.

Masamune's attempt to quell one troglodyte's opposition fails, but Alara's nunchaku delivers a spine chilling crack to the other troglodyte and he crumples to the floor, leaving her an opening to maneuver behind Masamune's enemy.

Trog 1: -8 hp
Trog 2: dead
Trog hero: dazed

Waiting on Rawnie

"Dagger, eh?," the shopkeeper asks. "Looking for a silvered one? We still have a couple of those. They're a good seller - small, discrete, and not too expensive. 22 gold coins. If you're looking for enchantment-ready craftsmanship, though, that's another 300."

So as not to leave anyone else out... what will Wednesday, Tolenn, and Terri be doing while Cassandra and Amira are in the shop?

Cassandra Wagner wrote:

"Do you sharpen? The ends of my hook are getting dull. Could you get me one in silver? I hear there's a werebeast problem around here and I want to be ready!"

The man's light up at the sight of the mithral grappling hook. "Sharpen? Of course we sharpen! Say.... that is a beauty. But if you ask me, the mithral is wasted on such a crude tool. If it were mine, I'd have it reforged into a beautiful blade."

"It does take a lot more work than a regular iron one, though. A sharpening job on one of these will run you 10 gold coins in labor and material. And even then, I'm not sure I'd recommend this against wererats and the like. I'd normally recommend a real weapon. We've still got a few if you've got a problem--they've been hot sellers lately. We most often sell them to people looking to clear out a nest of imps or who think that, just because they're sailing for Cheliax, they'll need them to fight off devils everywhere they go."

The young man seems pretty earnest in his comments - you're not picking up an insincerity. You also notice that there definitely is a guard behind the counter because you spot him peeking over to see the mithral grappling hook. He's fairly well armored in chain and has a look of a veteran about him.
There are a few small cards about the place referring to some of their magical wares. A magical dagger, a magical mace, a long sword of fire. All of them say to inquire with the shopkeeper for further details.

Pathfinder Adventure Path Charter Subscriber

You might want to consider the other types of favored enemies and try to make them as similarly broad. Ideally, you'd like the choices available to the ranger to be relatively equal over the campaign setting so that no single one is the obviously dominating choice. Maybe that means grouping Animals and Vermin, All outsiders, and so on. Just putting that in front of any potential ranger player may be enough to get them thinking that Humanoids isn't necessarily a dominant choice for the whole campaign.

Pathfinder Adventure Path Charter Subscriber
Samficher1 wrote:
So I have a aberrant bloodrager and when he's fully buffed he has 20 ft of reach. My question is if he is 25 ft from an enemy, can he charge into 15 ft of range in order to be able to charge an enemy? Also, Why is someone unable to move closer to a target if they wanted to when they have reach?

I think it partly depends on your reach and threatened area. 20' may be your character's max reach, but can he attack at ranges shorter than that? If so, then I think it's perfectly reasonable to forego the longest reach space and go for a shorter one. The charge text can easily be interpreted as requiring the character to move to the closest square from which you can attack with the particular attack you are using in your charge. So if you're armed with a lance (which has a 10' reach) and a spiked shield, you could forego attacking with the lance and elect to attack with the shield instead, getting a good 5' closer to the target than you would with a lance.

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Pathfinder Adventure Path Charter Subscriber
swoosh wrote:

I've been mulling over a few ideas for switch hitting characters lately and I've been kind of stunned at how incredibly hard it is to build someone who can use two or more weapon styles effectively.

Even with access to fighter bonus feats or ranger styles or something similar it still takes quite a while to get online and you still end up hitting some sort of roadblock eventually. With a rogue or investigator or cavalier or barbarian or swashbuckler or something else I've decided it's more or less a lost cause to even try.

This seems really weird, especially given how common the concept of someone with two or more fighting styles is in fiction.

It really seems unnecessary.

Is this a question about being "effective" or "optimized"? I don't find it that hard to be effective with a couple of styles, but lots of people have differing definitions of effective.

The gods of fortune appear to have turned their backs on the heroes locked in mortal combat with troglodytes. One of the pair of troglodytes clears his head from the influence of Piper's magical music while the other aims his club at Masamune... to no effect as the weapon swings into empty air.
club: 1d20 + 2 ⇒ (4) + 2 = 6

At that point, the door is thrown open. A corridor can be seen beyond, but in the doorway stands a troglodyte of impressive size. A good half a foot taller than his fellows, this reptile man has strapping muscles and an extra pungent odor.
Fort saves, please. DC 15 or suffer -2 to hit due to feeling kind of queasy

He shouts out, "Cò diombach a 'chòrr den cumhachdach Orbakhag?"

Who disturbs the rest of the mighty Orbakhag?

There appear to be two more coming up the corridor behind this impressive specimen.

Everybody is up - Alara, Ash, Piper, Masamune, and Rawnie

Troglodyte 1: -8
Troglodyte 2: no longer dazed

Down at the Harbor

"Aye, the festival was disrupted . The townsfolk all went to their homes and safety, but there should be fellowship enough at the Rusty Dragon. Plenty of travelers there and the innkeeper likes a good evening's entertainment, particularly tales of adventure. She got a bit of the wanderlust herself a few years back before coming back to town to take over the inn," the harbormaster explains.

"If you are earnest in seeking goblin bounties, you can count on there being one after today. Daviren Hosk the man you want to see about that - he's out at the Goblin Squash Stables - but keep in mind you gotta bring proof of death. He posts up the ears he takes and pays good coin, or so I hear. You might want to take up the matter with Sheriff Hemlock as well. I'm sure he'll want to know about any goblin hunting groups operating out here in Sandpoint territory."

"In the meantime, welcome to Sandpoint," he says as he starts going over cargo and other shipping documents.

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Pathfinder Adventure Path Charter Subscriber

I don't directly penalize lack of role playing - I do, however, reward role playing. Good role playing tends to make task DCs a bit easier because I have more information to base my adjudications on. Backstories and thought-out motivations give me more opportunities to engage the player via that PC's connections and motivations.

Players who don't role play miss out on those opportunities and benefits. If they're OK with that, I don't have much of a problem with them. But I generally don't stop trying to draw them out a bit more.

And for my purposes, role playing isn't synonymous with acting or the craft of thespianship. That's a subset. It's more about playing the PC with the PC's distinct character in mind. It could be all in the 3rd person as far as I care.

Pathfinder Adventure Path Charter Subscriber

We roll - but both the GM and the player roll and the PC gets the higher of the two. This allows for some interesting variation while lowering the chances of really bad results.

Ultimately, there are the basic rules but the house rules that govern rolling hit points are many and varied and all are right... as long as they serve the game the GM and players want to play.

Like the rest of the shops build along the half-circle of Eodred's Walk, Slicing Dicers is built in the shape of a wedge, its narrow end facing the Walk and Gold Market. The shop's interior is dominated by a sturdy wooden wall with a window and counter in it behind which stands a bearded young man, probably little more than 20. He rather idly sharpens a knife with a whetstone and bowl of water.
Behind the counter and visible through the window are shelves of lockable cabinets and racks, all fairly secure-looking in construction as well as a few sample blades hanging on visible hooks. The wares out at the front of the shop, before the wall, are all relatively safe objects ranging from small utility knives and hatchets to supporting products like leather scabbards, straps, targets, and dart boards.

A bell attached to the door rings as Amira and Cassandra enter and the man looks up. He sets down the knife he was working with and says, "Welcome to Slicing Dicers. If it's a blade you want, you've come to the right place, ladies. How can I help you?"

Amira notices that the window is placed it the wall asymmetrically - leaving enough room on one side for a door. And, sure enough, there is a seam in the wooden paneling on that side of the window - a door concealed to look like the rest of the paneling, mostly to not break up the aesthetics of the shop rather than truly hide it.

Both Cassandra and Amira are also well-aware of the practice of shops having armed guards, sometimes concealed, on hand if they carry wares that are highly valuable or dangerous.

Meanwhile, a new ship has slipped into a berth at the docks. The smoke rising from the buildings the goblins managed to ignite has been visible to the ship's crew for some time, but with a signal from the harbormaster on duty, the captain ordered the ship to land and make ready to unload cargo and passengers. When inquiries are made, the man on duty informs the ship, "Today's festival day and, wouldn't you know it, goblins raided right during services. Have no fear, though, situation's under control. White Deer is full up, I hear, but the Rusty Dragon may have beds yet, if you're sleeping on land."

Somewhat less official referrals, from the general dockworkers rather than the officers in charge, point out (with much winking) that the Pixie's Kitten is also open for the evening and that the Shoanti bouncers there are not to be trifled with.

The usual bustle of the market is subdued in the late afternoon when, freshly washed after the sewer sojourn, the investigators arrive in the circle. The few vendors braving the plague are hawking their last wares with some gazing longingly at Aram's Crown, where they will soon be washing down their thirst with non-watery alcohol.

Along the shop row of Eodred's Walk, the fishmonger at Kep's is calling out his discounted, end-of-day prices on whatever fish (or other sea food) is left. Today, it's a bit of mackerel and some mussels. The scent of hickory in the air suggests that a smoker is being stoked up at Smoked Foods for some evening prep work.

Pathfinder Adventure Path Charter Subscriber
GM 1990 wrote:

Bolded areas in the quote seem very contradictory to what a trap is and what it does. Not all traps mind you, but many, and especially those with a trigger. Keep in mind, many trigger type traps are spatially designed such that you're not going to notice any part of the trap itself before you "find" the trigger. For example, the arrow holes aren't going to be right next to the room entry, but trigger all the way across the room (it could...but is that how you would design a trap). If I roll a 20 on my perception, maybe I actually see the arrow holes all the way across the room, or maybe I notice the trip-wire/pressure plate near the item it is protecting. But if I Take 20, and I fail many times to find a trip wire, pressure plate, or similar trigger and incur penalties for that failure in my opinion, it means I set the trap off while looking for it. Which is why I don't ever let players Take 20 in my home game to find traps.

The way I look at this - it's not the act of searching that triggers the trap - it's stepping on the pressure plate after the searcher fails to find it.

The way perception (and search in D&D) is written up, it assumes that the searcher isn't triggering the trap by searching for it and failing to find it. Rather, it's doing something else after failing to find the trap. If your skill check with taking 20 ended up being high enough to find the trap - great, the assumption is you found it without triggering it. If not high enough, the assumption is you didn't find it AND didn't trigger it. Once you get to that point, the question is what does the PC do now? Does he carry on... and by doing so trigger it? Either way, it's not the act of searching and failing, it's the act of moving on that does it.

Pathfinder Adventure Path Charter Subscriber
The Sword wrote:

Knowing that giants have low ref saves is knowledge of the game.

The problem the the OP has is knowledge of the story

Can you see the difference?

There may be a difference but knowledge of the story doesn't mean the player is cheating. Some players are quite good at keeping the player knowledge separate from PC knowledge. Some can even use their foreknowledge of the story to enhance the experience for everyone.

That said, reading through an adventure to write up the list of loot, that does strike me as running into inappropriate use, particularly if the GM doesn't remember giving that permission.

Pathfinder Adventure Path Charter Subscriber

And the questions were answered within a couple months of each other. Frankly, I think I'd go with the longer answer over the one-word one. It's a bit more considered and less subject to being off the cuff. Plus, I think it's a better rule.

So, for my examples:

Me wrote:

Assuming the paladin doesn't have spirited charge? 4d8+20

That's 2x damage for the charging lance, 3x crit weapon, and following the rules for multiplying in PF.
If he has spirited charge, the damage rises to 5d8+25.

The real key to understanding all of this is the multiplying rules. When you put multipliers together (like a lance charge and a crit) you don't simply multiply the two values together. You add in the extra damage each causes.
Normal lance damage: 1d8+5
Charge 2x additional damage above normal: +1d8+5
Crit 3x additional damage above normal: +2d8+10
And then add them all up for 4d8+20

Pathfinder Adventure Path Charter Subscriber
Piccolo wrote:

Okaaaaay... Looks like there's a lot of dissent here.

I'll try to make the problem clearer.

The Paladin in question has a 20 Strength (but crappy other stats). I know he does 2d6 +7 damage with a greatsword.

A lance does 1d8 damage. But on a charging horse, how much damage would the Paladin do?

Assuming the paladin doesn't have spirited charge? 4d8+28

That's 2x damage for the charging lance, 3x crit weapon, and following the rules for multiplying in PF.

If he has spirited charge, the damage rises to 5d8+35.

The real key to understanding all of this is the multiplying rules. When you put multipliers together (like a lance charge and a crit) you don't simply multiply the two values together. You add in the extra damage each causes.
Normal lance damage: 1d8+7
Charge 2x additional damage above normal: +1d8+7
Crit 3x additional damage above normal: +2d8+14
And then add them all up for 4d8+28

Nudge for Ash and Rawnie.

Pathfinder Adventure Path Charter Subscriber
hasteroth wrote:

A common thing here is a player who has fought an enemy before and knows its stats (or has GM'd the enemy before) and has difficulty separating this meta-knowledge from their character. This happens a LOT in PFS. An example being one time I saw a player who didn't want to attack a Skeleton with his Scimitar because he knew they had DR Bludgeoning (and he had no Bludgeoning weapon), but he had already failed his knowledge check to identify them (and being level 1, hadn't fought them before). But the DM told him he had to act based on his character's knowledge. He got so frustrated by being unable to separate meta-knowledge from character knowledge that he actually left the game and I hadn't seen him since.

That's pretty sad because it's not that hard to fix an issue like that - well, maybe it's hard because it depends on the player taking a different attitude to the game. But if I'm given a situation with a player like that, I'd be saying, "So, you as a player know something about that creature but your PC doesn't. How do you play out the discovery so your PC does know what you know?" And yeah, that PC would be best advised to actually go up and fight that skeleton with his scimitar, notice that he's not affecting it significantly, and then have the epiphany that leads to his PC having a clue.

And that's the shift in player attitude - from using what you know to play optimally, to playing out how the PC makes the discovery - even if he takes a few hard knocks on the way or is less optimal in the meantime.

Pathfinder Adventure Path Charter Subscriber
Fromper wrote:

As I said, the game assumes certain wealth by level, and that you spend it intelligently. The "big 6" magic items (armor, weapon, ring of protection, amulet of natural armor, cloak of resistance, and belt/headband for your primary stat) are obvious choices that work well for most PC's. But they're certainly not the only options.

I'd say it's a question of spending reasonably intelligently. It's generally OK to fall behind a little bit here and there. You don't need to max out on the Big 6 in order to be competent at Pathfinder. You just need to be moving generally forward in a number of ways to keep up - this is one reason that the WBL is a bit of a nebulous number rather than a fixed set of benchmarks that must be met.

Fromper wrote:

But the key point is that limiting magic item availability WILL make things tougher on the PC's, compared to the base assumptions of the game. As others have said, that's fine if that's what you're looking for. But if you're new to the game, you really should try it out as it's designed first before making changes.

Alternatively, if you do want to limit magic items, you may need to scrutinize challenges a bit more closely than just picking the right CR to use in monsters for an encounter. Compare the AC, attack values, save DCs to your group with their somewhat more limited bonuses and downgrade as necessary from the system's inherent assumptions.

That's one of the great things about RPGs like Pathfinder - you can adjust to your liking in a number of ways to make good outcomes occur. If you downgrade assumptions of magical gear, you can also downgrade assumptions of monster power to compensate.

There are a number of known quirks involving the shops along Eodred's Walk:

Basha's - the owner, Basha, occasionally sells magical texts and scrolls as well as treasure maps (which some critics say are fraudulent)

Doom and Gloom - if she's ever given out an optimistic Harrow reading, then I'm a carp!

Galloping Ghost - the leathersmith, an old guy known as Patch, does all the tack and harness for the Sable Company hippogriffs

Hedge Wizardry - the owner, Phaeton Skoda, dropped out of Theumanexus College (the main rival in town to the Acadamae), students at either institution are forbidden to set foot in his shop

Kep's - the fishmonger sells anything his cousin catches on his fishing boat including jigsaw sharks and even reefclaw, he has a stuffed sahuagin with a trident at the rear of the shop that some people claim to have seen move

Fair-Fished Baitshop - the shop proprietor, an androgynously attractive Varisian known only as "Fair", is the center of many well-discussed rumors in the city's Midland region - particularly about their real name and gender - things Fair seems content to leave uncertain. What is known, however, is their strong dread of large bodies of water despite selling fishing supplies.

Pinking Shears - the barber, a half-orc known as Hooktooth, is probably the quietest and most efficient barber in the city. He doesn't chit-chat and only takes referrals.

Slicing Dicers - all sorts of bladed weapons, including enchanted ones and silvered ones can be purchased here - new as well as used

Smoked Foods - exotic meats are a specialty here including holding twice/year bulette smokings when Shoanti hunters bring in their prey

Time Stop - the gnomes who run the shop set all clocks and watches in the shop to precisely the same time to synchronize chimings and cuckoos - it isn't the correct time, but they're always in sync

Trapper's Hole - the owner is a retired Sable Company Marine and brings in an enchanter from the Acacamae once a month to enchant bows and arrows for customers, but don't bring your crossbow, he hates crossbows.

These shops all do fairly brisk business being right at the edge of the normally bustling Gold Market - though the plague has kept people away from the market lately.

Pathfinder Adventure Path Charter Subscriber
Patrick Curtin wrote:
So here's an interesting question: Does a Holy Gun gunslinger's Smiting Shot get affected by Spell Resistance?

Smiting Shot isn't a spell - it's a supernatural ability. So no. Only spells and spell-like abilities are affected by spell resistance.

I think it's embroidery on a silky front panel. It looks to me that there's a collar up above it so I think it's always been a light colored panel and a LOT less cleavage is actually on display than at first glance.

Pathfinder Adventure Path Charter Subscriber
Ed Reppert wrote:

I suppose whether it's a "home rule" depends on how you define that term. I would say that something that is "up to the GM to decide" is a home rule. Or rather, the GM's decision is a home rule.

I ask myself "what is the process of creating a magic item?" I answer "it's the process of creating the base non-magical item, and then casting the appropriate spells to imbue the item with the desired magical properties". I'm not really a fan of rules that say "you can bypass any of the requirements of the process; it just makes the process a little more difficult", though I must acknowledge they do exist.

This is what also starts to open the path to cursed items as a result of botched magic item creation. If you have all the components, the DCs are generally pretty easy. If you start lacking components and have to raise the DC, particularly if you lack multiple components, you might end up creating a cursed item.

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I'll leave any refreshing baths to yourselves and we can pick up with further investigations - or any other plans you want to pursue...

A bit on the alleged murder site:
Eodred's Walk is a row of shops along one of the streets that helps define the Gold Market, the largest open market in Korvosa. Along its run are:

Aram's Crown - a small tavern that sells weak beer and wine for the market crowd but breaks out stronger spirits after sunset
Basha's - a small book and map store
Doom and Gloom - an old Varisian woman who gives Harrow readings
Galloping Ghost - tack and harness store
Gemshare Jewelers - gem/jewel sellers (and resellers)
Hedge Wizardry - magical supply shop
High Bridge Haberdashery - more than just hats, also clothing shop
Kep's - fishmonger
Fair-Fished Baitshop - fishing supplies
Pinking Shears - barbershop
Slicing Dicers - bladed weapons
Smoked Foods - smoked meats and cheeses
Time Stop - clocks and watches
Trapper's Hole - hunting, particularly archery, equipment

Pathfinder Adventure Path Charter Subscriber
KenderKin wrote:

So what happens if the invisible enemy simply breaks the arrows off?

Covers the holes with clothing....


Sure. I'd probably adjudicate it takes a move action to remove/break off/cover one - standard action for taking care of multiples. And then we're in business. Either way, the invisible creature is inconvenienced by the arrows in a reasonable way for some reasonable time.

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