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Liberty's Edge

I've been following the initiative discussion on the "What are YOUR houserules?" thread the last couple days and it's got me thinking about changing how I do initiative. Right now, I do RAW initiative.

This is what I am considering. I am seeking opinions, possible abuses or repercussions, things like that.

Basic Mechanic
When combat starts each player makes a choice as to whether to compete for initiate or not (Thinking of calling this ACT or REACT).

Players/monster who choose to ACT, roll initiative normally. After all ACTORs have taken their turns, the REACTORs take their turns in order of initiative bonus (essentially they "take 0," but can't go before an ACTOR).

Players who choose to REACT are carefully observing the battlefield and get a boon for the caution. This takes the form of either a 1+1/5 levels bonus that they can apply each round to Attack, Armor Class, or saves (Fort, Reflex, or Will); a + 1 bonus to spell Save DC, or a 1+1/3 levels bonus to damage. 1+1/5 levels means +1 at first, +2 at 5th, +3 at 10th, etc. These would be considered Initiative Bonuses and thus stack with all existing bonuses.

Ready/delay: These actions work as normal except as follows. If readying/delay moves a character's turn from ACTOR to REACTOR they will gain the REACTOR Initiative Bonus on their next turn (the following round). If readying/delaying changes a character's turn from REACTOR to ACTOR they will keep their bonus until the end of their readied/delayed action.

Okay, that's it at the moment.

PROs and CONs as I see them (YMMV)

PRO: Adds some choice and strategy to initiate. Worried about that wizard's? REACT and add to saves. Waiting for the Cleric to buff you before you charge into the fray? You'll get a bonus of some sort for picking you moment. I can think of tons of uses/situations for REACTing and going first (ACTing) has always had its own rewards.

CON: Adds some complexity to initiative. Probably some things I haven't thought of.

Thoughts?

Liberty's Edge

Okay, I our group has still never had a gunslinger. We are starting a new campaign soon (ROTRL: No spoilers please). I usually GM, but I am getting a chance to play for once. Both the new GM and I would really like to see how the Gunslinger works in actual play with our group.

Consequently, I agreed to play one. Now I am a little concerned that I'll be bored to tears.

Reason: From past experience I know I don't like playing archers, because you do the same thing every round: full attack with as many arrows as you can. This isn't a problem for full-casters, of course, and I don't have an issue with melee because being up close and threatened keeps things interest enough tactically.

So, people who have played Gunslingers, is it just like playing an archer or does the Grit and Deeds keep it interesting?

Also, I haven't made the character yet, so input on archetypes that might be more fun wouldn't be amiss.

Liberty's Edge

Okay, we had an interesting situation come up in last night's game and I wanted to get some other interpretations on it.

The party was fighting a high level wizard with a contingency in place to teleport her to safety if her hit points drop below 60.

The party cleric has cast anti-magic field and is continually moving up on the wizard, who moves away on her turn, provoking attacks of opportunity but allowing her to cast a spell and a quickened spell before the cleric moves again.

The party witch is frustrated that the BBEG is in an antimagic field much of the time and she has pretty much nothing to do, so she readies actions to cast spells and use hexes whenever the wizard moves out of the antimagic field. At the time in question she has a readied action to cast an empowered lightning bolt at the wizard when she moves more than 10 feet from the cleric.

So, it gets interesting because the wizard drops below 60 hp while in the antimagic field.

This is how I ruled. The contingency is suppressed inside the antimagic field, but activates as soon as the wizard leaves the antimagic field with less than 60 hp.

I also ruled that the contingency took place before the readied action as an instantaneous effect trumps a readied action, which involves casting a spell. Ultimately the wizard gets away.

Now PC's never like to see the bad guys get away, so there was a little frustration. We are all reasonable friends and no one is prone to ragequit, so we were able to move on quickly. They trust, correctly, that they will eventually get another crack at this evil wizard lady.

So, how would you have ruled? Is there anything in RAW that covers this? During play we usually move on if we can't find an answer within a couple minutes.

What happens to contingency inside antimagic?
Should the lightning bolt have gone off in time to hit (and likely kill) the wizard?

Liberty's Edge

I am building a character for a series of modules, nothing too long term. I decided to play an Archaeologist Bard (race undecided). There are some party dynamics behind this decision and it isn't really important, just take it as a given that I am playing an archaeologist.

Secondly, looking at the Bard weapon proficiencies they can use a whip. I thought, "Hey, I've never used a whip, that could be fun." So my build is basically a whip in one hand and a longsword in the other. I will mix things up between long sword attacks and whip attacks, doing a little battlefield control and generally just trying to have a good time. (Most of the players are new, so there is no reason for me to optimize. The GM has said he plans on going easy on us)

It wasn't until after picking archaeologist and deciding to use a whip that I remember a certain obscure movie character named Indiana Jones. Seriously, it didn't occur to me because I was excitedly thinking through my build. Then came the OhCrap moment when I realized I was making Indiana.

So, I still like the build. How do I NOT make an Indiana Clone? I'm looking for character creation choices and personalities traits that will play down the similarities to Indiana Jones. Reskinning the archaeologist might work too if anyone has ideas.

Thanks

Liberty's Edge

Quick question.

My Serpent Skull game is nearing its conclusion and I am going to get to play for a change next. Someone has volunteered to run RotRL. That will probably start in August/September.

Recently I was just invited to join an old group that is starting up again. They are planning on running Shattered Star starting in August.

I know these two APs are linked and that RotRL is supposed to be first.

So, without getting into particulars, is playing in Shattered Star simultaneously to Rise of the Runelords likely to affect my playing experience in either game? i.e. Does Shattered Star have RotRL spoilers?

Liberty's Edge

Okay, I am considering making a simple change to the rogue talents...

Allowing Rogues to select a Talent as many times as they would like.

What I need is an idea, let's say on a scale from 1-10, of how insane this is.

I'm not an optimizer, but I have one in my group. I need people who think about this type of thing to point out any obvious problems. What comes to mind when you think about building a rogue without this restraint?

One thing I can think of is that rogues can select Combat trick over and over again, which would give them the same Feat every even level ability that fighters get. I think I might be okay with this. They still have 3/4 BAB and poor weapon/armor selection and wouldn't get access to Weapon/armor training and fighter-only feats, so I don't think they would outshine the fighter. What they would starting at 10th level though, is an unrestricted feat every other level (it wouldn't have to be a combat feat anymore)

They could use the magical rogue talents to get more 1st-level spells.

Thoughts

Liberty's Edge

6 people marked this as FAQ candidate.

I have a some battles coming up where the villains will be using Globe of Invulnerability. I am anticipating certain scenarios arising and I would like to talk about the associated RAW (as well as people's opinions on the RAI).

For Convenience:
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 5th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Let's assume a wizard has False Life precast, wins initiative, and throws up a globe of invulnerability in the first round.
Questions:

1) Let's say the party bard comes into the encounter with Mirror Image and Displacement running, are these effects suppressed when the Bard approaches with 10 ft. of the wizard? i.e. Does the "spells already in effect" clause apply only to spells within the globe when it is cast?

2) What if the wizard leaves the area of his globe of invulnerability and then returns, is his False Life suppressed when he reenters the globe?

3) Can the Wizard benefit from a Potion of Cure Serious Wounds while inside his globe of invulnerability?

4) Could a wizard inside the globe (but not in the center) cast Vampiric Touch on himself and touch someone in an adjacent square outside the globe?

Liberty's Edge

Okay, I am a player starting a Kingmaker game soon. There are only going to be three players. There is the chance that another player will join us at some undetermined point in the future, but I don't think we can count on it. Two of us are very experienced players, one is somewhat experienced.

I am looking for non-spoilery advice on what to play.

I always wait to pick last as I have the most experience and a willingness to play any type of character.

So far we have...

Halfling Monk (probably Qinggong) High Dex and Wis, weapon finesse, piranha strike, Amulet of might fist (agile) asap. That sort of thing.

Melee Druid. Strong druid with kicka$$ melee companion of some sort.

So, we have no arcane caster. We are weak on ranged. We don't have a traditional fighter type. No rogue (but that monk should be uber-sneaky)

I have a few idea, but I don't want to influence your thinking so I will stop.

Advice?

Liberty's Edge

I'm working on a build right now and I'm sure I remember seeing a feat somewhere that allowed you to forgo your offhand attacks when TWF to use a feint with the weapon in your main hand. Did I imagine this? I don't have my books on me right now, but if I knew the name I'd look up the details on the prd.

Can anyone aid another?

Liberty's Edge 1/5

Okay, help me out please.

I am GMing PFS Tuesday, but I am a total noob (to PFS, not PFRPG). I've never played or GMed and scenario before. I've read everything I could get my hands on (Guide to PFS, PFS Field Guide, these message boards), but I have a couple questions. I've probably just missed this stuff.

1) On a Scenario Chronicle Sheet, does the max gold listed need to be divided by the number of players, or is that the per player amount. I am thinking per player, but thought I'd ask.

2) Does the party have to actually find everything in play. For example, if a creature gets away or is avoided somehow, is its treasure still available for purchase after the scenario? Or, let's say Perception checks are failed all around and the party misses some gems. Is the value of these gems subtracted from the Max Gold? It is called Max Gold, that seems to imply you could earn less, but if that amount of gold isn't guaranteed, why let the players see the amount? Wouldn't it be better to have the gold spot filled in by the GM after the play-through?

(Okay, there are about 6 questions in (2), but they are all around 1 theme).

3) Do you have to run scenarios from the current season? What is the current season? Three?

4) As a GM reward, I get a copy of the scenario to apply to one (and only one) of my characters should I ever make any. Do I need another GM to sign this or am I signing my own sheet? I guess it wouldn't matter in most cases. Seems it is possible to cheat somehow, but if you are that determined...

Okay, I think that is it for now.

Thanks for putting up with my wordiness.

Liberty's Edge

Okay, I am building a Halfling Skirmisher Falconer Switch-Hitting (Halfling Staff Sling & Greatsword) Urban Ranger. Yeah, you read that right.

Anyway, I've got the character all made and I am fleshing out the animal companion (Falcon). My animal companion gets Share Spells, but I don't cast any spells. Is there any chance that Share Spell might work with a potion or anything(provided it was of a spell with the target "You")?

Share Spells:
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).

RAW I think I am probably SOL, but has anyone seen anything on Skirmisher and Share Spells? I wonder if I can talk my DM into changing the ability into Share Hunter's Trick...

Liberty's Edge

Okay, my group is about to enter the warehouse and wrap up Seven Days to the Grave. I know that I saw an alchemist write up of Dr. Davaulus somewhere and I would like to use it. I can't seem to find it now though. Am I imagining things? I could make it myself, but I would rather take advantage of the labors of those who came before. That is one of the best parts of running an old AP. Does anyone have a write of of Dr. D with alchemist levels, either alchemist-9 or something with some rogue levels would be fine?

My party will wipe the floor with the official expert/rogue/bard version and they have decided they really hate this guy. I'd like him to put up more of a fight.

Thanks in advance for your kindness and generosity.

Liberty's Edge

So, my group is starting our first AP ever tonight. My players read through the descriptions of each and decided that they were most interested in Curse of the Crimson Throne. We are starting tonight and I though I would keep a campaign log here that I might eventually show my players or I might just use it to amuse myself. Anyway, follow along in our exploits if you'd like. Here is what I know of the party so far. I don't know all of the characters' names at this point.

Selgrim Brown, LN Male Dwarven Cleric of Abadar
Name Unknown, CN Female Human Bard (Geisha)
Name Unknown, NG Male Human Fighter (Sword and Board)
Name Unknown, CG Female Halfling Sorcerer (Djinni Bloodline)

I'll have the rest of the names after tonight's session. I'm going to keep this post from the point of view of the characters, so that there will be no spoilers should the players wish to read it at some point to refresh their memories or just to reminisce.