Peacock Spirit

Yuki Hyou's page

Goblin Squad Member. Organized Play Member. 26 posts (54 including aliases). 2 reviews. 1 list. 9 wishlists. 13 Organized Play characters. 1 alias.


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As I posted in the SFS Discord:

The "Into the Unknown" Chronicle sheet seems to indicate you only get one row of rewards on the table. There is no overriding information that advises that the boons stack. If you have a player that completes four, or five, of the quests, which boons, if any, would you say they have access to? RAW would indicate 3 = insignia, 4 = none, 5 = starship only since the rows are not cumulative.

Making the boons cumulative seems to give credence to a "cumulative XP/Fame" argument, which seems blatantly wrong.


Any update on this? I have my subscription order pending still at the moment due to additional items that seem to have exhorbitant shipping on them (emailed, but no response to that either!)


(Note: This was happening with a large order I was messing around with the other day, ~30 card sleeve items in the cart, and I noticed that different combinations were giving wildly different shipping prices. This is simply an example to easily reproduce the issue.)

So, I'm looking at getting some card sleeves for all of my decks that are coming with my Cards subscription (Encounters, Crits, Chase, etc).

It seems that there is some weirdness with adding multiples of items into the cart. Here's the items I'm using as an example (almost identical products):

http://paizo.com/products/btpy7lah?Sleeves-KungFu-Girl-Blue
http://paizo.com/products/btpy7lai?Sleeves-KungFu-Girl-Green
http://paizo.com/products/btpy7laj?Sleeves-KungFu-Girl-Black

Using Standard Postal Delivery.

1x Blue, 1x Green, 1x Black: $6.29
2x Blue, 1x Green: $7.97
2x Blue, 1x Black: $7.30
2x Green, 1x Blue: $6.96
2x Green, 1x Black: $5.28
2x Black, 1x Blue: $5.62
2x Black, 1x Green: $4.61
3x Blue: $8.98
3x Green: $5.62
3x Black: $4.27

Is there a reason that seemingly identical products would have wildly differing shipping prices, and is there a way to predict these without having to check each individual item in a cart by itself to determine this?

Goblin Squad Member

@Snow Dogs: PM Sent! :) Thanks

Goblin Squad Member

Just hoping there might be another kind soul with a spare invite? :)


Male

Is it bad that every time I read the doctor's name, I just want to be all like this?


Going to subscribe to both threads in my feed-reader, always interested in reading games. Very conscious of PvC knowledge.

Also, for those that are interested: Duckies! These are available at a Hell-themed pizza store (coincidentally named "Hell Pizza") here.


An unenchanted, large-sized Adamantine Greatsword comes to 3100 gp - according to HeroLab. (Screenshot)


Ooh, just ran across this thread today ... sounds awesome! Color me interested if it goes anywhere ...


I did consider making him a fighter, but ... it seemed too manufactured to fit with the 'feral' theme he evokes.


So, here's some mechanics. Just have to build some fluff around it.

The image in my head is a cross between a Charger from L4D2, Andre the Giant and Quasimodo ... >.>

Bunch of Crunch:

Undvach
Male Oni-Spawn Tiefling Barbarian (Elemental Kin) 4
CN Medium Outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 natural)
hp 53 (4d12+12)
Fort +6, Ref +1, Will +4
Defensive Abilities uncanny dodge; Resist fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite Attack) +4 (1d6+2/x2) and
. . (L) Masterwork Heavy mace +8 (2d6+7/x2)
Special Attacks rage (12 rounds/day), rage powers (animal fury, fiend totem, lesser)
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +9 (+10 Grappling); CMD 19
Feats Fiendish Heritage, Improved Natural Armor, Improved Natural Attack (Bite [Bite Attack])
Traits Inspiring Rush (1/day), Suspicious
Skills Acrobatics +6 (+10 jump), Climb +4, Escape Artist -1 (+0 competence to break a grapple), Fly -1, Intimidate +6, Perception +10, Ride -1, Sense Motive +11, Stealth -1, Survival +10, Swim +4
Languages Abyssal, Common, Orc, Undercommon
SQ elemetal fury (+1 rounds/attack), fast movement +10, fiendish sprinter
Combat Gear Pendant of the blood scarab (1/day), Potion of barkskin +2, Potion of cure moderate wounds, Quick runner's shirt (1/day); Other Gear +1 Lamellar (leather) armor, Masterwork Heavy mace, Armbands of the brawler, Boots of the cat
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Armbands of the brawler +1 to Escape Artist to break a grapple.
Boots of the cat When falling, always land on feet and take the minimum damage.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemetal Fury (+1 rounds/attack) (Ex) Elemental damage extends your rage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fiend Totem, Lesser (Su) Gain d8 gore attack while raging
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Inspiring Rush (1/day) +1 to attack and damage on charge, allies who charge before next turn also gain bonus.
Pendant of the blood scarab (1/day) Automatically confirm a critical threat, but take 1d6 damage.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


So, totally decided to roll up a character tonight.

From my earlier post:

Variant Tiefling Abilities:
1d100 ⇒ 73 You can use minor image 3 times per day as a spell-like ability.
1d100 ⇒ 10 You possess a bite that is treated as a natural weapon and deals 1d4 damage.
1d100 ⇒ 51 You can speak to all birds.

Alternative Physical Features:
1d100 ⇒ 84 Other: incongruous footprints
1d100 ⇒ 31 Hands: backward-bending fingers
1d100 ⇒ 76 Other: emits strange noises
1d100 ⇒ 7 Build: hunchback
1d100 ⇒ 80 Other: eyestalks
1d100 ⇒ 69 Teeth: needle-like

So, this guy's going to be a hunchback (Quasimodo-esque), who has something up with his legs/feet (haven't decided yet). The needle-teeth and bite attack work well together, and I think I'll build him as a Oni-Spawn Barbarian, giving him a very feral aspect. Some more detailed crunch (and HL file) coming shortly!

HP Rolls:
1d12 ⇒ 12
1d12 ⇒ 11
1d12 ⇒ 2 (Taking 6)
(ooh, they were nice rolls! And they fit with this concept!)


Rolls, in case I find time to submit a character.

Spoiler:

Variant Tiefling Abilities:
1d100 ⇒ 73 You can use minor image 3 times per day as a spell-like ability.
1d100 ⇒ 10 You possess a bite that is treated as a natural weapon and deals 1d4 damage.
1d100 ⇒ 51 You can speak to all birds.

Alternative Physical Features:
1d100 ⇒ 84 Other: incongruous footprints
1d100 ⇒ 31 Hands: backward-bending fingers
1d100 ⇒ 76 Other: emits strange noises
1d100 ⇒ 7 Build: hunchback
1d100 ⇒ 80 Other: eyestalks
1d100 ⇒ 69 Teeth: needle-like


Nice find. Signed up. :)


So, usually I just lurk around these forums and read PBPs, but this sounds too awesome to pass up commenting on!

Really like the Lovecraft and genie-kin tomb raiders ideas!


cartmanbeck wrote:
Is there some class ability that lets you re-train any of your feats?

TBH, I was basing this off a (possibly incorrect) recollection of the possibility of changing out parts of a character when a new rulebook is released, in the event that those items fit the character better than any previously existing items did. Searching for this information just now has not yielded any results, so I'm going to assume I was wrong.


Skylancer4 wrote:
Yes the alternate trait should remove the ability to cast Dancing Lights 3xday (of Kitsune who have an 11+ Cha) as well as the DC bump of charm spells cast. They probably have it linked to the Cha stat instead of the racial traits (or linked to both).

Thanks, I have emailed Lone Wolf regarding this.

Skylancer4 wrote:
No, the SLA provided by the Magical Tail feat is/are (depending how many times you take the feat) completely seperate.

I just felt that they were linked (RP-wise at least) to the magical ability of the race and thus would be lost if you swapped out that ability. Also, thinking further on it, there could be an additional issue with retraining ...

If you took the Magical Tail feat twice to gain both disguise self and charm person, then retrained the first instance of that feat - what would happen? (I would hope most GMs would prevent this ever being an issue, but still!) Additionally, what if you then (at some later level) took Magical Tail again - would you get disguise self back, or would you move onto misdirection?


Hi,

According to HeroLab, when building a Kitsune with the Fast Shifter alternate racial trait, they are still able to cast Dancing Lights (it's listed separately to the Kitsune Magic ability itself)

Just wanted to clarify that the replacement of the "Kitsune Magic (Ex/Sp)" ability with an alternate trait should remove the ability to cast Dancing Lights before I submit a bug report to Lone Wolf.

Bonus question:
If Dancing Lights is removed as above, should the Magical Tail feat have Kitsune Magic as a prerequisite?


Expression of interest. My Skype is snowleopard1024 and I've been wanting to take part in an online PFRPG game for a while now. Been looking into using Mumble and TeamViewer (for screen-share) to run my own but never had a chance. I have a couple of friends that would definitely be interested as well!


This looks like a great idea - unfortunately I don't think I'd have the time to play or enough knowledge of the universe. I'd love to read over it though, so I'll be following the game thread if/when it starts!


Flagging to follow - interested in reading this, but not really playing in it.


Since I can't figure out how to subscribe to a thread without posting in it ... here we go. Thanks Stephen for pointing me at this thread.


Just adding a voice to this - Good thing a google search brought up this thread - I was close to reporting it as fraud!


Torteth wrote:
I'm willing to drive about an hour in any direction for a group (so from Tweed to Brisbane or Tweed to Ballina), but of course somewhere around Tweed or the Gold Coast would be preferable.

Hey,

We have a relatively regular group that meets every second Sunday in Brisbane's inner south, however we've recently lost a player and our current GM has ended his story arc. We've been mainly focused on 3.5E, but since GenConOz (where I finally picked up a copy of the PFRPG Core Rules) I have been trying to expose the group to Pathfinder.

If you're interested, shoot me an email at snowleopard[AT]amused.com.au and we can discuss further. Also, I'm looking to start up a PBP game with the same or similar players as the physical group so we have something to do on the off days. :D

Look forward to hearing from you.
- Yuki


Any chance of a list of which of the adventures are what level?
There was a mention earlier, but looking for more concrete info.

EDIT: Oh, and the class it's designed for would help also :P