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Forgive the misunderstanding then. I had wrongly interpreted your response as one saying that an action would be better than inaction.
So realizing that talking isn't your forte and staying out of trying to convince someone of something isn't one of those options?
Dave Setty wrote:
As Chris asked above where would that "sending" come from? I don't think any scenario would actually account for that premise without it coming up for more than just a slave. So since the judge can't just decide that it happens it's not going to happen. Now as far as between scenarios there is plenty of time for the character to wander off and preform other task for the master until the next time recruited for a mission.
So my choice is in validated by his choice? Understand if there is a real issue then that's fine but if he just doesn't like necromancers and its that or play a pregen who can't give my Necro credit. (note I'm not in PFS yet its not really availble in the Seark region But I want to be able to play not just DM and it seems like a good way to enjoy that side of the table.) If there is an in character reason or out of character reason we can talk, but if its like the hate we sometimes see for any number of other things then why am I the jerk if I don't change.
captain yesterday wrote:
While we are at it lets ban any necromancers, torturers, heck anyone who might commit actions against the law. Better get rid of any religious characters that might cause people to feel bad about. Paladin's also probably need to go their code might get in the way of cooperating too much. This is where banning things that people don't like can end up with everything slowly going away.
Then to ask whats the point? If I've chosen an option, especially gender/race, that's legal and I'm not pushing it why am I the one to have to suck it up. If it had been your race or class he was adamantly against would you have then picked up a pregen/other legal character?
The issue is that only top FAQed numbers get FAQs so if everyone flags and moves on the threads passes front page in about 3 days. And with only one or two replies it might not even garner additional hits due to lack of activity.
The problem comes when others (as we are currently seeing in the slavery thread) have a refusal on the basis of a character that I'm not pushing. I have seen people blanket refuse to work with a slave owner, or a necromancer, hell even a gunslinger. At what point is the issue no longer with the character I built and with the other person?
Feral Combat Training and Unarmed Strike Damage: Does this allow me to use my monk unarmed damage with the selected natural attack post errata?
So between this and the threads on slavery, how does one even play anything other than a true neutral fighter with no ties. I seriously want to know. I see threads where even the thought of raising the dead should have you kicked out of the game. But having strong religious beliefs could also be being a jerk. Owning slaves is being a jerk and needs to be abolished, but if you press your anti-slavery Andoran feelings to hard its also a problem. Is this more of a board thing or is playing anything with a belief system possibly asking for trouble.
Kirth Gersen wrote:
Two leadership questions as I am brain storming.1. A single character can only have 1 cohort correct?
2. When you build your villain set-up is it appropriate for the cohorts to have leadership if applicable. For instance a high level necromancer has a cohort that is a vampire lord. Would it be appropriate if he is a major plot villain in his own right for him to have leadership and have a cohort and followers of his own?
Jiggy your talk of curve balls reminds me of the first campaign i ran after I got married. Things went great and fairly predictable for the first several months, mostly due to having 5 fresh no ttrpg experience players. I ran them trough Expedition to Castle Ravenloft when they hit the right level. The group was so intent on stopping this evil vampire they rushed the castle the second day there without weakening Strahd at all. My plan was to play it straight and give them a reason to back out and plan, so when they met the first real tough opponent (the demon on the parapets) I expected a death and run, and was more than willing to let them escape. The party fighter ( a very holy and devout warrior of Kord) and the groups barbarian decided to save the others by bullrushing the demon off the edge. Both of them rolled 20's and sent it and themselves plummeting. The party druid saved them from death by healing them after flying down in wildshape. So they rolled with it finally encoutering Strahd the next week. This time I was sure I could scare them out. Instead they trapped him in a wall of stone with the druid. The druid dropped a sphere made from dust of dryness and then shifted into a large Crocodile. 6 rounds later she had managed to hold the vampire lord under water for 3 rounds to kill him. This was one of the only times I have ever truly wanted to change things up and let the bbeg pull a John Cena. But I rolled with it they freed the towns people. Never did send a vamp against them again though.
Chris Lambertz wrote:
Sure uh huh......just like they government told me officially that they had no interest in monitoring my activities. They just expect me believe the building being built next really needs the phone company van there every day.
So to balance my guns was playing with some dice and reload times. Moving past muskets for my home game so I am working on Revolver/rifle/Shotgun as the starters may do 2 versions of the rifle one breech style with a long range and more damage and one with higher rate of fire with a lower damage.
For the revolver here is what I have
Simple: One Handed Ranged 1d6/x4 -4 Non prof penalty. 30ft range Reload all chambers 2rnds.
Martial One Handed Ranged 1d6/x4 30ft Range Reload all Chambers 2nds.
Exotic One handed Ranged 1d6/x4 30ft Range Reload all Chambers 1Rnd, or One handed Ranged 1d6/x4 Reload all chambers 2rnds Precise Shot.
Also a question has come up how do weapon granted feats work as prereqs? Could a character who gets a feat from a weapon take feats with it as a prereq and be able to only use them with that weapon?
You may not assign a Chronicle sheet earned with a pregenerated character to a character that was already at the level of the pregenerated character or higher.
Depends on levels if my Necro was level 3 and I'm playing a lvl 4 pregen I should be good to go applying the chronicle when I level up.
This was what I was going to bring up. After all the threads on "Don't be a Jerk" "Don't play a character that might be disruptive" What if its local game day. My only in range personal character is a Necromancer, one of the other guys is playing a Pharasman. If I choose to play a Pregen to not cause a fight shouldn't I at least get to apply credit to the character I had planned on playing?
Well the example being discussed above was burning down a tavern so create a distraction to steal something. Which I think would fall under the horrid/insane qualifier.
While John's response is clear as to how it should be handled without information on what happened to the vanity we have no clue what if any recourse should be taken to rectify the situation.
Amanda Plageman wrote:
What about "Because Lawful Good" or "My oath forbids I stand by and watch this travesty"
A few AP things to keep in mind. Your players will have abilities far beyond their PF kin in some cases. While you might not choose to rework every encounter from the ground up I would recommend adjusting feats where appropriate and Reworking major fights to include some mooks. A evil mastermind even one built with these rules won't function well 4-6 on 1.
While I won't get into jumping elephants, yes Cheapy has the gist of it. Spells don't scale which leads to Colossal creatures that would find most AoE's useless for fighting groups of similar sized opponents, while having pixies where a fireball going off in a village would be like a WMD.