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Ghoul

Kyle Baird's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 5,612 posts (6,138 including aliases). 19 reviews. No lists. No wishlists. 10 Pathfinder Society characters. 10 aliases.


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Another way to win at Pathfinder! Great!

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Standard Grapple
Move, Maintain - go right to tied up with -10 penalty.
Swift, maintain - bind.

Or more common would be to bind on the next round.

I like this. Then we could define bound as being helpless.

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Congrats! 4 more to go!

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1 person marked this as a favorite.
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David Bowles wrote:
I'm still waiting for an NPC with access to fickle winds, fly, and ranged weapons.

Already wrote one.

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Pathfinder Adventure Path Subscriber

Often encounters get limited by map size in Society play. This makes it difficult to design encounters with effected ranged participants.

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Pathfinder Adventure Path Subscriber

Seems like not offering a new 7-11 is working out.

#6—01: Trial by Machine 640/828 (77% sold)
#6—02: The Silver Mount Collection 406/516 (79% sold)
#6—03: The Technic Siege 314/396 (79% sold)

In the past the new 7-11 was lucky to sell 50% of available tickets and often had trouble forming tables.

*****

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Assassin was around $500. Catfolk was like $350? Wayfinders were under $100, maybe even closer to $50.

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Belafon wrote:
Kyle Baird wrote:
Belafon wrote:
** spoiler omitted **
We should have a scenario where the party travels to several eidolons' home planes...
Better yet...one where Druids and Wizards go to the home planes of every creature they've ever summoned to take a brutal bearing in their place.

Now this I like.

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Mark Seifter wrote:

How does one reach this second sort of being tied up then?

Not trying to pick your interpretation apart. I may even prefer it if it has legs on which to stand, but I'm going to need some evidence, so let me know what you got!

Pick all you want. This a very gray area in the rules as currently written (fix that you new designer, you).

Imagine you're 'rasslin' somebody and you pull out a length of rope. You gain control of the grapple, pin them against the ground and with a free hand wrap the rope around them. The way the rules read to me, they're now effectively pinned even when you let them go, except that in order to break this pin they need a much higher check and you can stand back and laugh at them. The only things they can do, are the same things they could do while pinned. So they can still wiggle around and try to avoid attacks, just like when you were sitting on them and had them pinned, but they don't have to hold still and let you slit their throat.

Now, there has to be some way to finish tying them up so they can't wiggle and effectively bind them. There's no clear way to do this as bound isn't a defined condition.

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Belafon wrote:
** spoiler omitted **

We should have a scenario where the party travels to several eidolons' home planes...

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TriOmegaZero wrote:
'Bound' is not actually a term defined by the rules and as such is open to GM interpretation. I have interpreted it to mean 'tied up and helpless' and will continue to do so until a clarification is issued.

Exactly this. Maybe Mark can fix that. :-)

There's definitely a difference between tied up and bound. To me, tied up can range all the way down to being wrapped up a bit, unable to use your arms to get to your gear, but still able to wiggle around and try to protect yourself (as much as you could while pinned). Think handcuffed to an immovable object. Bound, on the other hand, means completely tied up and unable to resist.

This is why tied up is effectively pinned w/o someone holding you.

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Pathfinder Adventure Path Subscriber

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Tie Up /= bound unless the GM wants it to. YMMV and ETV

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What happens to a dimensionally anchored eidolon when it's brought below 0 hp?

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Sniggevert wrote:
Kyle Baird wrote:

I miss when liberating command was only in Andoran, Spirits of Liberty. Made an awesome spell to see. Now it's pretty commonplace.

Hey, at least now I can have NPCs prep it.

And more should...these tools should definitely be used against the well stocked adventurer.

Careful. Giving the NPCs (and by extension GMs) too many tools leads to a higher variance in encounter difficulty, especially when the GM interprets these additional options incorrectly.

/tangent

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I miss when liberating command was only in Andoran, Spirits of Liberty. Made an awesome spell to see. Now it's pretty commonplace.

Hey, at least now I can have NPCs prep it.

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1 person marked this as a favorite.
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I miss lance wielding, druid riding, literate ape animal companions.

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James McTeague wrote:
ready already

already ready?

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Authors can't post anything from the scenarios until their published so it's a moot point. Doesn't mean I can't have it ready to go and just confirm things haven't changed.

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TriOmegaZero wrote:
*prestidigitates the muck off* Sorry about that, the swim to the island was a little rough, what with all the krakens. *mends the claw marks* They are rather enthusiastic here on the mountain aren't they?

Now that you're here, please begin the process of applying mythic templates to our krakens. Thanks. Oh, and welcome I guess. You're room's over there by the other n00bs.

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2 people marked this as a favorite.
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I should be able to help with The Technic Siege.

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andreww wrote:
spellcasters have the greatest incentive to stay in class.

Fix the root cause and close that gap between early and late play for both types of classes.

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1 person marked this as a favorite.
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Akerlof wrote:
What do we gain from this ruling?

A shake-up in the mix of commonly played races.

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andreww wrote:
Kyle Baird wrote:
I'd remove multiclassing.
Why do you hate martial characters?

**searches post**

Didn't see that statement. Thanks for making that leap.

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Fromper wrote:
When my group played a particular scenario where we knew we'd be meeting rat folk, one member of the group brought a few big wheels of cheese to use as bribes. The GM gave us a circumstance bonus to diplomacy for it.

Several of my tables have done this as well. :-)

*****

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Andrew Christian wrote:
Kyle Baird wrote:
I'd remove multiclassing.
This would solve almost all the problems of OP builds.

But it's for flavor I swear!

There's still crazy powerful builds with single classes (any summoner, twf gunslingers, most druids, etc), but it would certainly remove a lot of what some consider badwrongfuncheese.

*disclaimer* 1/2 my characters are multi-classed.


Pathfinder Adventure Path Subscriber
Conman the Bardbarian wrote:
The Porter the first level character bought with prestige?

Unless you're going slow track, it's hard (not impossible) to get 5 PP to buy the porter and still be 1st level.

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8 people marked this as a favorite.
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I'd remove multiclassing.

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Fromper wrote:
The Morphling wrote:
I always have players deal exactly 1d8+Str, regardless of item, given that it doesn't matter whether you're holding a sponge or a greataxe.
Agreed.

This is correct.

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1 person marked this as a favorite.
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Life happens after 5 stars.

**checks to see if he's even at 150 yet**

First it was a race to be #2.
Then it was helping those close behind reach the island (Hi BobBob!).
After that I turned to training new soldiers (GM 101/201).
Now I build the tools to help those soldiers reach the island.

**wonders if anyone has ever noticed that the sea that surrounds our island is filled with the tears of hundreds of thousands of sad PCs**

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Thanks Nosig! Totally picking that one up for Garble.

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For the Technic Siege I would recommend:

#2-01: Before the Dawn—Part I: The Bloodcove Disguise
#2-02: Before the Dawn—Part II: Rescue at Azlant Ridge

#34: Encounter at the Drowning Stones is excellent but 7-11, so for high-tier Technic Siege folks this would be a good start.

For future reference, use this link.

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About time June! I've been holding this spot for a very long time.


3 people marked this as a favorite.
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As long as your character contributes to the overall enjoyment of all the people sitting at the table, then it's a great character.

Define "contributes" however you want.

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/tangent for attention?

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3 people marked this as a favorite.
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The intent of the blog post was to get everyone to play The Confirmation 10 more times.

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Jiggy wrote:
And since (per the FAQ Blog that I think someone linked earlier) your unarmed strikes count as a weapon, any maneuver that uses a weapon (such as disarm, sunder and trip) can use bonuses to your unarmed strikes.

A wolf AC wearing an AoMF gets a bonus to it's trip attack, but an AC with grab doesn't get one to grapple. Makes perfect sense... whatever.

Maybe I'll take anchoring for the laughs.

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You should get enhancement bonuses to attack rolls that use a weapon or object to perform the maneuver. Not sure why it needs to be more complicated than that.

If I want to use a +1 shovel to perform a dirty trick, I should get a +1 bonus.

Dumb.

Maybe I'll just do ghost touch instead and skip ghost rager.

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Lormyr wrote:

Thank you Jiggy! Memory was off on a couple of points there. It would certainly help my search efforts had I been looking under the right area, huh?

Here you go Kyle.

Yeah I just saw that too. Strange ruling, essentially stating that combat maneuvers aren't attack rolls.

Guess I'm selling off Garble's AoMF and getting something different.

*****

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Ridiculous until your daylight gets dispelled. A potion giving see-in-darkness is much less noticeable and pretty cool.

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SKR Blog wrote:

"Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

For other maneuvers, either you’re not using a weapon at all, or the weapon is incidental to making the maneuver and its bonuses shouldn’t make you better at attempting the maneuver"

I guess I should ETV with this one. I would argue that a "bite" natural weapon with the grab ability is not incidental to the grapple check.

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Potion of darkvision followed up by an elixir of darksight when needed. YMMV

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Jiggy wrote:
Kyle Baird wrote:
The +2 from furious not counting toward grapple is a surprise to me.
I seem to recall that if your maneuver comes as a free rider on an attack (like with grab, or shield slam, or some such ability), then you get to count the grapple as being performed with the same weapon instead of weaponless. Don't remember if that was in the FAQ Blog or clarified thereafter, though...

At +29 or 30 or whatever, it's starting to get moot. The only time I really have to do the math is when he drinks his 'make goblin big' potion and can use his grab attack on huge creatures. Large or less usually don't have a CMD much more than 30.

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Oh yeah, I usually use -1 for CMB for size. (pulling this stuff from memory, not a character sheet)

The +2 from furious not counting toward grapple is a surprise to me.

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Grab (Ex) gives +4 to CMB to grapple checks. I see nothing that would cause me to rule thang the WHW gets the same bonus.

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This really shouldn't be that big of a deal. Let people play what they want to play and game how they want to game.

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Curaigh wrote:
do you run an audit on every character at every table? Do you assure the eidolon or animal companion did not get max hp at first level? Do you see a copy of the ISGW when someone casts infernal healing from a wand? Do you watch them tick off the charge when they do? Do you ask what book snowball is from when it is cast and ask to see a copy? Do you verify their copy of 'Blood of...' is watermarked? Or that they have a copy of the additional resources with them? These are all bigger abuses of the system than someone playing one more outsider in my opinion.

Whenever possible.

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The Morphling wrote:
I really hope that if we're given a "consolation boon" it's not as useless and boring and flavorless as Xenophobia. I want a boon which lets another race gain some trait of said races. Something Tien-flavored. A third-trait boon which unlocks a Kitsune racial trait, or something.

Hmm. The idea of additional race-boon powered boons holds some merit.

How about a boon that gives certain skill bonuses vs. races attached?

Or one that opens up racial traits of boons attached?

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Mike Bohlmann wrote:
14. As a GM, you are there to facilitate a fun game for the players and yourself. If there's a gray area of rules, rule in favor of the players. ALWAYS. You are not the opponent.

I would argue that the ruling should me made objectively and error on the side of what is fun for that table. That may not always be in "favor" of the players.

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The Morphling wrote:
I am furious.

focus?

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redward wrote:
Duncan7291 wrote:
Ok, the line about "best practices" made me LOL.
All of my PFS agents dip a level in Martial Artist Monk to get their Six Sigma black belts.

Sounds like it was written by a process engineer... <.<.

>.>

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