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Bear in mind you'll need a little strength for carry capacity.
Being as you're in the front line a lot, Con 10 is... really tough. You can do it, however. It's just incredibly risky. I did manage to take a Con 10 magus to level 13, but I nearly died on a few occasions and did die once to a random trap. You're in a unique position in that your Opportune Parry will stop attacks against you if you roll well, particularly once you've gotten Combat Reflexes online (level 3, recommended)
I say give her a rip and see how far she goes. If the Con 10 ends up mattering, mark it as a learning experience. If not, cool!
Issue: PFS does not allow use of drawbacks for extra traits.
Assuming the feat you're discussing is your level 1 feat (I believe it is, if my recollection of the inspired blade swashbuckler is correct) you'll be wanting to get Fencing Grace. This feat gives you dex to damage with rapiers (the main reason we're taking Inspired Blade, else we'd just take Weapon Finesse and call it day. IB gets us Weapon Finesse and Weapon Focus, which are prerequisite feats for Fencing Grace). After that, take whatever looks cool! I recommend getting extra discovery: Quick Study at level 5 as it helps with action economy, but that isn't til level 5, so don't worry about it for now. Just have fun running around poking stuff and making skill checks til you make it to level 3 and can start buffing people.
Some resources to look into:
The Guide to Organized Play or whatever they're calling it now, will let you know the minutiae about Society play, specifically stuff like crafting and how many traits and minor adjustments to classes due to crafting not being generally allowed, and that sort of thing.
Also: lest you run into trouble down the line over it, be sure to own either a physical copy of or a watermarked pdf of any rules element you intend to use. You'd be surprised how many people get to third level on their triple archetype unchained rogue only to fall afoul of this. It sucks for everyone involved when it happens. Note: Hero Lab isn't sufficient by itself, if that's a thing you're looking to use.
Well, your advice IS helpfull actually. Just need to find an online group that is willing to take on my rapier singer (social char with group buffing and a rapier as fall back).
Glad to hear.
Try the PbP forums, they've got sign up stuff. There's probably a guide or three on how to get started on that stuff, or on roll20 or whatever newfangled programs people are using for communal virtual space. I'm afraid I'm out of my depth of knowledge when it comes to online play. My PFS career has entirely taken place in meatspace.
If you get truly lost, check in with the online play Venture Critter. He or she can point you to appropriate resources for getting started.
Best of luck!
Online play has even less of a time constraint! I've heard of play by post games stretching on for very long periods of time.
And no, your character need not contribute to combat. Some people will sneer and scoff, but people love to complain. Build what you like, play what you like, if you have ample stuff in you to completely dominate outside of combat, no one will care if you poke the enemy for 1d6+4. Just use good tactics and contribute to the party's goal in general and you should be fine.
Ultimately, you'd be best served, in my opinion, by giving a game or two a try. Don't listen to messageboard minions. The internet is a toxic place in general, and these messageboards no less so. Form your opinion of your own experience, and don't let the clueless dissuade you from something that really could bring you happiness.
Or, ignore me too. I'm no better than they. Just another faceless voice in the ether.
My standard action, then, can be used for Good Hope or Haste. The former can be replicated permanently with a Banner of Ancient Kings and the Flagbearer feat. That grants a +2 to hit and damage morale bonus, stacking with Inspire Courage. It frees up my standard for Haste. Now, for a move and a standard (and my familiar's move), I've given my party +7 to hit, +6 to damage, +1 to reflex, +1 AC, an extra swing on full attack, and +30' of speed. Oh, and +4 on saves against fear. Oh, but my familiar (improved; Lyrakien Azata) still has a move action. So that's a wand of Jester's Jaunt, teleporting my melee buddy to a foe within range for a full attack, or maybe it's a wand of Stone Call to shut down the enemy charges, or maybe it's a wand of Tiny Hut, blocking line of sight to my whole team without blocking line of sight to the enemy.
I don't have Bardic Knowledge, but I still can do the face thing with my 6+ skill ranks per level, and I still have spells like Glitterdust in my repertoire.
And I guess I can still stab someone with a longspear in round 2.
Bards: skills to pay the bills. Literally.
So are there any PFS games without a time limit?
Sure! It's entirely down to where you're playing and who you're playing with. I hosted a PFS game at my house once that lasted 12 hours (sanctioned portions of an AP... took forever.)
I mean, everybody's gotta sleep at some point, so there's still a time limit. Sometimes the limit is "The store turns off the lights at 10 PM so we gotta be out by then" sometimes the limit is "The next slot of con is in 4 hours exactly" and sometimes the limit is "It's 3 AM, I still have to drive home. Let's hurry this up and call it so I don't crash."
Typically, PFS games get scheduled at stores in the evening so closing time creates a de-facto time limit. But Venture Critters tend to ensure games have ample time to complete, and if that doesn't happen, investigations are performed and Steps Taken. :)
Dipping swashbuckler delays your buff access a level, but it's not so incredibly bad. It's a choice you'll have to make: easy dex to hit and damage for yourself vs. delaying infusion (and thus group buffing) to level 3 instead of 2. Your best bet may be to play the pregen investigator at levels 1 and 4 to get a sense of how the investigator grows over time and see the differences studied combat makes.
As far as time limits go, Venture Critters try not to schedule games where the scenario won't have enough time to finish. Most games take 4 hours, some take 2, some take 6. How tight that timing is depends on your group, the venue, and the scenario. If your GM is any good, they'll know the length of the scenario, the time left to complete the scenario, and will manage your group's pacing within the time slot. If your GM isn't so great, you might run into problems, but that's the luck of the draw. I've played horrible games that lasted 2 hours and 6 hours. I've played great games that lasted the same periods of time.
Whoa, whoa! You absolutely can do a bunch of the things listed up above. Crafting is super restricted, but the rest of this all looks fine.
Ignore the messageboards. Seriously. Build something you like the look of, then go experience a game of PFS if you haven't already. See what the experience is like. Go to two or three games. Get a sense for yourself what a 'typical' game of pathfinder is like.
I've seen people with characters who don't do a single point of damage be incredibly successful in PFS. I've also seen parties of combat oriented characters utterly fail scenarios due to not having the skill set to succeed. Play what you like, and don't let some faceless dudes on a messageboard dissuade or confuse you. Go with your gut. You want to build that buffing investigator? Do it. See how it works out. If you don't like it, that's what your -2 is for.
Take infusion (it's a discovery) so you can give your extracts to other people, craft alchemical supplies like antitoxin or antiplague and hand those out to people too. People should be singing your praises when you're giving everyone Heroism and Barkskin on top of +5 to saves against poison or disease while killing any int based skill checks and stabbing things with a rapier when they get uppity!
Or, if you don't want to commit to a character before getting a sense of how things work in PFS, you can play pregenerated characters for quite some time, getting a sense of how investigators function as opposed to bard, while getting the sense of what's needed in a scenario and what stuff people in your area (and that bit is super important!) really value.
Just, don't quit! PFS can be a blast, and there's a fair number of scenarios I've played and run that can be completed without once rolling for initiative. Look for scenarios like:
Cory Stafford 29 wrote:
Yes. That can happen, but you can't blame scenario writers or the system for bad dice rolls. It seems like the op has very limited experience with Pathfinder or rpg's in general and has become frustrated by a few difficult encounters he wasn't prepared for, and his other party members don't seem to take the challenges seriously enough. He needs experience and patience.
Careful, talk like that will cause the OP to accuse you of being discriminatory or dismissive.
I mean, you're completely on point with your observation, but it doesn't seem to matter...
Skip power attack till level 3 or 5, unless you have a compelling reason to do otherwise.
Why: at level 1, 1d12+6 is plenty to murder most threats, and the 1d12+9 that comes from your rage is enough to two shot most bosses on bad rolls. Hitting the target is much more important than adding more damage, therefore. Power attack has you lower your to hit for damage that is likely to overkill most enemies.
Consider instead a means by which to shore up your weaknesses: Will saves, skills, or both.
You've selected Fate's Favored. Thematic or did you have a plan to benefit from it?
As usual, YMMV, post contains opinion only, void where prohibited, not intended as medical advice, for external use only, keep out of hands of small children or the elderly, some inflammation is normal, consult a physician if symptoms do not improve or if you begin to feel omnipotent, non-refundable, see any included documentation for full rules and conditions, e pluribus unum, expecto patronus, the end.
Texas Snyper wrote:
If you want disable device as a class skill you can get it as a trait. There's even a trait, if your GM is kind enough, that'll give Trap finding to do magic traps from mummy's mask.
Then too, even if you're playing, say, PFS: a single level dip in Unchained Rogue grants you Trapfinding, Weapon Finesse (a feat you want anyways) and a die of sneak to somewhat make up for the reduced kinetic blast throughput. If you want to be the party rogue, anyway.
My niche as an aether kineticist is as an invisible scout with a howitzer in his back pocket that can also change the landscape around him. I'm the combat engineer. Need to ford that river? I'm the guy that builds a bridge across it in a minute flat. Need to cross that chasm? I'm the guy that floats the party across on my hoverboard. Need to block that door so we can rest for the night? I'm the guy that moves up to 3 tons of stone pillar/debris/statue to block it. Cave in in that passageway? We could take a week digging it out with picks and back breaking labor, or I can move it with my brain in about 10 minutes.
And I can dump 45 points of damage on up to two targets randomly.
On further review of the new guide, I'm not seeing a proviso for a GM to run, say, a tier 3-7 scenario and knock the credit down to a 1st level character (reducing gold as appropriate.) The guide indicates the GM is to hold the chronicle until level 3, but goes on to say he could apply credit as a player would. This would seem to include the possibility of knocking the sheet down to a 1, but this is contradictory to the prior paragraphs pertaining to applying credit.
One the one hand, I want to engage with this conversation because I vehemently disagree with various things that are being thrown around.
On the other hand, I'm too angry to post coherently and respectfully.
So I'm just going to post my opposition to the OP's proposal and all proposals of similar ilk (punishing success, discriminating against people who put in time and work to excel, etc.) and note that player agency is very much an integral part of Pathfinder and violating that principle is not something to be done lightly.
This will be my last post on this subject, in this thread.
Youre missing the original point where these challenges arent really appropriate for where they are appearing.
In your opinion.In my opinion, these specific challenges add a layer of depth to an otherwise boring "swing sword at goblin until 7 damage is dealt" sequence. Anything that an 18 str barbarian with a greatsword isn't guaranteed to kill in one round is desirable, because that level of optimization is incredibly easy for a new player to land on. Chronicles are meant to be earned, not given out for free, after all.
I'd also mention that in terms of the sins of PFS writers, a ghoul or swarm in a scenario is the tip of the iceberg. There are far, far worse encounters out there that really just aren't fair (THORNKEEP!!!)
But you have an issue with swarms. So let's solve that issue. You've hit on the most common solution: acid flasks. But there's also this neat item called a swarmsuit. Takes a bit to put on, but once you do so you're nigh immune to the swarm's damage. Tactically, you'll want to spread out so the swarm can only eat one PC a turn, at which point just firing your flasks at the swarm and having the PC accept the splash isn't such a bad proposition. Flasks of oil are cheaper and accomplish a lot of the same. Remember that alchemist fire is expensive, but burns for two turns instead of just one. Specific classes also are particularly good against swarms out of the box with little optimization needed: AoE casters, negative channeling clerics, alchemists, kineticists, and more I'm probably forgetting.
Ghouls an issue? They're 13 hp and 14 ac with no special resistances to common tactics of "swing sword, win battle." Those martial classes you're fond of even have good Fort saves to shrug off that paralysis!
Demons and Devils are a problem at lower levels, to be sure, but their DR is typically only 5 or less. Standard 18 strength greatsword fighter or barbarian should make mince of these foes very quickly. Otherwise, you can deal with them with casters, in which case you'll want knowledge planes to ID their weaknesses and a good slew of spells to end them. Or just cast Color Spray or Sleep. Those end most encounters effectively.
On the one hand, you have a (small) point: these encounters aren't straightforward and thus newer players may have trouble with them. That isn't a flaw, it's a feature, and hopefully experienced players are around to help out. Or failing that, internet denizens are always happy to lend advice, provided you structure your question correctly and don't dismiss (valid) criticisms as baseless negativity.
Playing anot Aether Kineticist in PFS, I can say that if it weren't for the fact that I play more like a scouting trickster with Telekinetic Maneuvers now, I would feel like an unnecessary addition to the group. I do have fun with dirty trick though!
Hmmm... I've felt quite useful in each of my outings. Not sure what the difference is. Build maybe? Or maybe just a difference of perception? Something else?
For reference, my kineticist as he currently stands:
TK Blast hits at +15 for 4d6+15, Foe Throw when applicable at DC 20.
Feats: Weapon Finesse, Point Blank Shot, Precise Shot, Expanded Metakinesis: Merciful.
Infusion Talents: Kinetic Blade, Extended Range, Pushing Infusion, Foe Throw
05-08 The Confirmation
These two scenarios constitute evergreen scenarios that provide an excellent feel for the general difficulty level scenarios contain. Both scenarios include a good mix of exploration, problem solving, and encounters. After those:
05-11 Library of the Lion
Hop through a couple of these scenarios, see how you do.
These scenarios will give you a sense of the range that scenarios have. Some of these scenarios are combat heavy, some are very much not, some are a good mix. Encounters are generally fair, and test your group's composition and ability to respond to common challenges.
Try em out, let us know how you do.
I get good mileage out of my +1 wild black dragonhide breastplate on my cat druid. My dex in human form is only a +2, which drops to a +1 as a big kitty, so the max dex doesn't hurt much, I have Longstrider to patch the speed reduction, the ACP stings, but that +3 AC over mage armor is super nice to have.
Maybe it's just an Air Elemental form thing? *shrugs*
I've played my PFS aether kineticist a couple of times and had a blast (lol pun) each time.
First instance: Something something Gloomspires, something something ghosts. Great place to hit people with other people and hit spooky see-thru guys with empowered force blasts.
Second instance: Something something cultists, something something Zyphus. Great place to hoist party members past physical obstacles, hit people with other people, and generally be awesome. Particularly entertaining was yanking the liquid out of a pool, creating a pit, throwing the bad guy into the pit (dealing damage), then slamming the bad guy into the ceiling over the pit (dealing damage) so he could then fall back into the pit (dealing falling damage) and provoke AoOs from my party members at the edge of the pit.
I also spent those scenarios invisible until I attacked in each combat. Super handy.
Tips and tricks:
Carry shuriken. They're cheap, light, can be drawn as a free action, and you don't care if you're proficient with them. Draw for free, drop for free, move to gather, kinetic blast as a standard. Arrows work too, but shuriken are cooler.
Carry a plank of wood. If you find one for free, great, but otherwise a portable bridge, found in the Ultimate Equipment book gives you an excellent object with which to elevate and relocate party members.
Take the extended range utility talent(s). In addition to generally being important for your blasts, they also expand the range of your basic tk, letting you get people past increasingly more annoying obstacles with less headache.
If memory serves, the artificer was focused on magical item crafting (reducing gold costs and supplying a reservoir of exp to be consumed in crafting in lieu of the character's normal exp) and amplifying the effects of spell trigger and spell completion items, often by applying metamagic feats to them. They also had a suite of pseudo spell casting ability.
It was also horribly broken, rivaling most full casters in scale of sheer power.
Pathfinder Society play specifically disallows magic item crafting, which precludes the possibility of a class focused around such from being legal. The other half of the class, that pertaining to spell trigger and spell completion items, can be replicated to a degree using things like rings of spell knowledge or other pathfinder rules elements, but not fully nor easily. My recommendation of the alchemist or investigator was predicated on classes focused on item crafting (in this case, alchemical items) and being a pseudo caster capable of manipulating a class of magic item (potions, with Enhance, Extend Potion discoveries and extracts of Alchemical Allocation and Amplify Elixir.) It's very much not a 1-to-1 match for an artificer, but it is the closest approximation Pathfinder Society can provide at this time in my estimation.
Frankly, I'd be happy if the artificer were left to rot. I played two in my 3.5 tenure and I retired each early due to the imbalance each created. Having homunculi create magic items at 12.5% of market price in an extradimensional space for zero exp resulted in very real problems with the WBL chart. Then I picked up wands of Orb of Force that I crafted on the cheap and amped the caster level of by four, attached them to a rod of many wands, and applied multiple metamagic feats on the fly as I activated three wands at once. For those playing the home game, that ended up being 6 ranged touch attacks, each connecting for 10d6 force damage (60d6) with Repeat Spell to replicate the effect next round. I also had an AC of 54 or thereabouts, thanks to having extra magic item slots and being able to manipulate the bonus type of magic items I wore (changing rings of protection from a deflection bonus to a profane/divine/alchemical/foo bonus, for example) And that was just two tricks one of my characters had up their sleeve. At level 12.
The artificer would require significant revision before I'd want it anywhere near a home game, let alone organized play.
Pathfinder Society play is restricted to only those books released by Paizo. The Eberron sourcebook, being a 3.5 D&D supplement released by Wizards, is not a legal source for Pathfinder Society Play. If a book's title does not show up on the Additional Resources page, it is likewise not a legal source for Pathfinder Society Organized Play.
That said, you might consider an alchemist or investigator (released in the Advanced Player's Guide or Advanced Class Guide respectively) as a legal alternative to the artificer, as they share some similarities.
Hmmm. I could've sworn it got tagged in the same mess of errata that hit the litanies.*starts digging through various records*
Disk Elemental wrote:
Case 1: Torag's code states: "Against my people's enemy I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them and scatter theirs families. Yet, even in the struggles against our enemies, I will act in a way that brings honor to Torag." Setting aside the argument that intelligent undead that feast on the living are the enemy of the living, I can't see how agreeing to sacrifice living people is honorable. Even agreeing to sacrifice evil people is still an evil act, and still is a violation of the paladin code that Torag's code doesn't modify.
Case 2: Yeah, those human bandits totally had zero chance of being redeemed. And really, why take the chance when it comes to others and their potential redemption? They're a threat as long as they exist and if we kill them fast enough, they won't have a chance to show a desire to repent. Perfect!
Case 3: If you want to use evil to fight evil, you should not have rolled a paladin. But that rationale wasn't even offered. It was literally "I don't care. It's PFS, only numbers matter. I'll pay for the atonement."
Being a paladin is, actually, about trying to be the paragon of goodness and light. Sometimes things don't line up nicely for that, and you're forced to make the hard choice, but these weren't situations where the hard choice was forced on the paladin. These were instances of the paladin forsaking their code in the interest of expediency. That's what I have a problem with.
If you want to play a gritty anti-hero, you shouldn't be playing a paladin.
*Joins Nefreet in drinking* Eh, it's 5 o'clock somewhere...
Well, it's theoretically feasible that slavery, in one form or another, may not be a breach of paladin
*:Let's agree not to reopen that particular can of worms, hai? It's a nuanced issue, which a lot of us have very strong feelings about, that's been debated at length in other threads and is ultimately academic with regard to PFS at this juncture. My statement regarding paladins and slavery is merely intended as an explanation why that particular example of paladinhood-gone-wrong wasn't initially broached, not as an argument for paladins owning slaves without repercussion.
GM Eazy-Earl wrote:
I have no evidence regarding other areas, and thus wished to cast no aspersions on those who may not be so deserving.
It has engendered a burning desire to play a 'proper' paladin, however... just gotta finalize a build.
-Rant mode: engaged-
I wept when it fell to my rogue (also a Sarenrite) to plead with both of them to spare their enemies that they might be redeemed.
Fast forward a few months to the time a paladin of Torag was totally willing to negotiate with an intelligent undead, even acquiescing to the request for tributes consisting of living people for consumption.
Then there's the paladin that elected to operate an evil item for the boon with zero rationale beyond "I'll just pay for the Atonement after. It's not like it matters."
The weight of evidence highly suggests that people in my area generally have no idea how a paladin is meant to be played.
SERIOUS QUESTION: Does this make the Silverhex Chronicles an evergreen? I wanna know if I can get GM credit again when I run my new group through it. =)
They... already... were?
A fact Arthas may not have known. More importantly, it was entirely possible to have quarantined Stratholme, possibly evacuating uninfected civilians to a secondary quarantine camp for further screening while Arthas's troops provided security.
Instead, In the darkest moment for the city of Stratholme, Arthas, a paladin, took the bloodiest action possible signalling the end of hope for Stratholme. That's why Arthas' fall began at Stratholme, in theory: he forsook hope itself, and in so doing committed a massacre.
"Half of the city appears to have been exposed to a contagion we don't know how to cure. Seal the gates, kill everyone, burn the bodies."
This is also why the initial reaction to something like H1N1 or Zika virus isn't "nuke the site from orbit."
I guess we learned nothing from the Culling of Stratholme.
Thats a Warcraft III joke, there, folks. Well, technically a World of Warcraft joke also, but that way leads into madness and really sweet purple drops.
Owl's well that ends well, anyway.
Heh. Owl puns. What a hoot.
Would not have noticed. Would not have particularly cared. Only brought solid black socks intentionally, as no other color of sock befits ninja.
*throws eggshell grenade and vanishes in ensuing cloud*
Kelly Youngblood wrote:
The owl speaks truth.
Pete Winz wrote:
Which is super revelant for my -34 who will be walking around with no less than 5 character traits, one from each of the five trait categories permitted in CORE.
It's wise to stay away from that forbidden country. After all, the floor is beneath you.
I'd have loved to visit it, if only to retrieve my shoes! But the pain... The pain!But yeah. Nefreet helped get me through PaizoCon by retrieving things I'd normally have to stoop for, a position I was incapable of achieving most days.
He was the bald one playing second fiddle to my Joliryn. :)Also making sure I didn't face plant on tile floors and generally retrieving things from the forbidden country most know as the floor. Spinal injuries: not fun, yo.
The problem is very much not the raid, but the first fight against kettlehead. Besides basic melee attacks that the pregens besides Rita are bad at, the party has two pseudo alchemist fires and one burning hands. You're facing 6 hp goblins. Average dice sees you dealing around 9 damage, if you hit. At range, you have maybe a +3 against 13 touch and a DC 11 vs +2 reflex. So cut that average damage roughly in half and you inflict about 5 damage if you expend your full load of offensive stuff in the first fight.
Our group, as many will I suspect, were reduced to ineffectually swinging in melee with penalties to hit against AC 15 for 1-2 damage. Meanwhile, the enemy damage output is 1-4 damage with a bonus to hit against lower AC. Those are terrible odds, no matter how you look at it.
The latter half of the adventure was plenty fun. Raiding a halfling wedding was great and the reason for so doing, amazing. The encounter with the alchemist might've been very different if the groups had a means to communicate effectively, but as is works plenty as a confused fight between three factions (goblin, chemist, and mule). The first half just isn't as compelling, and is quite difficult if your dice don't run hot.
Jared Thaler wrote:
I'm only two stars because I actively limit my GM participation so as not to pile the PC corpses high. Also because I take long breaks from Pathfindering and because I wasn't comfortable GMing my first six months til I got the hang of how PFS works.
But I digress. Fun scenario, though the encounters being tied to their sites lowers the difficulty a bit. Being able to buff up outside of each room because the beasties won't/can't wander makes for some fast fighting! Doubly so when your party has an aether kineticist with Force Blast in their back pocket. I'll be interested in running this in the future.
Jared Thaler wrote:
Two is high? :)
Original: 1d8 per level, ranged touch, each individually targetable, save for half. Two die rolls per 1d8, so a level 10 bard required 20 die rolls to resolve a standard action.
New: super sonic scorching rays. Ranged touch to hit, no save. Level 10 bard requires 2 rolls to resolve, 3 if you have a bardic performance booster.
2-3 rolls is vastly superior to 20.
It's super easy to have this happen. Games often run right up to the bell of the next time slot or the hall closing, resulting in chronicles just getting jammed into bags where ever. I had to loop through all my papers on the days I earned sheets to ensure chronicles weren't misfiled.
Read the scenario.
Other GMs also do one or more of the following: familiarize yourself with spells featured in the scenario, print out stat blocks, highlight critical text in the scenario, make custom pawns, print full color maps, check the forums for notes about how best to run the scenario, and other minutiae I can't think of.
Playing a scenario before you run it is a good way, usually, to identify what to do and what not to do. You can see the scenario from the players perspective, then identify gaps or improvements in presenting the material that may not be apparent on first read.
Grrr De'Bonaire wrote:
A wand is actually cheaper, and easily purchased for 2 PA to cover nearly your whole career
I am forbidden from running any scenario in which Clockwork Soldier appear in any number.
I am likewise forbidden from running the first floor of Thornkeep, after the multiple near TPKs recorded.
I am prohibited from claiming that my bard with a southern twang accent hails from the little town of Mercy.
That bard is also not permitted to launch into spirited renditions of "Friends in Low Places" after entering subterranean locales.
It has been observed that I may have an addiction to Lyrakien Azata and thus may not select them for Improved Familiars more than 1 in every 3 eligible characters (down from 100% of eligible characters)
I am no longer permitted to Kinetic Blast unidentified corpses to check if they're really dead.
My Shelynite alchemist may not shoot random NPCs with dye arrows in an attempt at creating art.
My Shelynite alchemist may not shoot NPCs with dye arrows for the purpose of tracking migration patterns of <social class>
My Shelynite alchemist may not shoot NPCs with dye arrows in an attempt at making them prettier.
My Shelynite alchemist may not shoot NPCs with dye arrows barring specific tactical uses to be enumerated at time of briefing.
We made sure to make it an entertaining session to listen to. Kind of like a live, interactive podcast.
For those curious, we played 02-25 You Only Die Twice, with two players in one car, the GM and remaining player in the other, with a walkie talkie app on our phones, if memory serves. No minis or map, just theatre of the mind style RP. For dice rolls, we either used electronic rollers or dice trays.
More to the original topic: Google Maps suggests it should take 30 hours to drive (at highway speed) from Sacramento to Indianapolis. A flight takes about 5 hours. I know which I'd choose.
I'm Hiding In Your Closet wrote:
Was that really necessary? Way to bring a thread about awesome down with petty politics...
I have a buddy who's been trying to do something similar using animated objects or something in PFS. Not sure how far off the ground he's gotten it, but he had a build he showed me once or twice... Minus the ferrets, of course.