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475. They were the first two people I saw upon walking naked out of the horse stall. 476. They poked me with a stick while I was sleeping. 477. One of them was victim of the same cursed item that transported me across the continent, except it made him change species. 478. We share a mutual hatred of all things cute and fluffy.
Personally, I would say make it a move action to remove the backpack, free action to drop it. Much like donning or removing the armored coat. The motions to remove a backpack would be roughly analogous to removing a heavy coat, so a move action makes sense. I can see justifying a standard action, but that seems like it might unnecessarily penalize the player. Another move action to set it down carefully if you're worried about breaking anything inside, though, or free action to just drop it.
Howie23 is entirely right, but there's another extremely common scenario that this also makes ridiculous. Any spellcaster who gains a Familiar and uses the Valet Familiar archetype can take advantage of this and only have to burn a feat slot on the caster. Get a rat or similarly-sized familiar, keep it in the backpack, and technically this feat triggers and you have a caster who will never suffer an AoO. RAI, absolutely not. RAW, yup.
Given that most conscript soldiers are going to be low-level warriors:
Being an even match for 10 of them shouldn't be hard. They're going to be Fighter 2 or Warrior 3 at best, with average HP and stats, and low-level gear. A single Cavalry or Watch Captain shouldn't have a difficult time fighting against them, even if his gear is matched to the upper level conscripts (average NPC Fighter 2-3 gear). If your conscripts are all Warrior 1s, then taking them out shouldn't require more than a Fighter 4 or Fighter 5. Especially considering that Sardaukar have high-end Imperial gear. To take that out, you have the Fremen: skilled warriors who fight using guile, guerrilla tactics, superior knowledge of the terrain and superior conditioning. For that, you could probably do it with the following: Ranger 4, Rogue 3
Given the right circumstances, that build will probably wipe the floor with an equally armed Fighter 7, especially if you do them in groups for flank-buddies. In a straight-up fight, they may not do as well, but the Fremen didn't often engage in straight-up fights. If you want them to completely overpower the Sardaukar, increase the Ranger levels. Just a thought experiment.
372. Because we were told we needed hobbies, and we each individually came to one of the strangest conclusions on what constituted a hobby (namely, gathering in one another's basements and eating twizzlers while slaying monsters with dice).
Preface: I do not run PFS, and it's been some time since I played a PFS game. As far as taking 10 and Knowledge checks: 1) I've always tended to think that the Bardic ability allows them to take 10 even when distracted, as with the many things that grant a Swim speed, the accompanying +8 Swim bonus, and the ability to take 10 even when distracted. 2) You can take 10 out of combat when you're in a situation where you can actually access your memory, (nothing in the Bardic ability strictly contradicts this, especially if interpreted as in 1) 3) But in a combat situation you only have enough time for a very quick (1-2 seconds tops) memory scan, and you may not remember the crucial detail in that instant. Doesn't mean the character doesn't, at some level, know it, but that they can't figure it out at the time. I've definitely done this to my players, and had it happen as a player myself. As far as characters failing a Knowledge check and then justifying having the Knowledge anyway, I tend to disallow things like that. The whole, "I failed my Knowledge check but my character totally read this one text which had a paragraph describing this one head honcho of a small village in the boondocks so I totally know how he is," doesn't really fly to me. As far as failing the Know(religion) check to know a ritual for your own deity, I might grant a circumstance bonus on the check, but if you fail you don't remember at the time. Given enough time to think about it later (or even if there's in-game reason to justify a T10), then you can probably remember something. Knowing a spell is a tricky scenario. I can sort of understand handwaving them identifying spells that they know/can already prepare. But if my Wizard throws up an illusion of a Prismatic Wall, you might think you know what it is, but you won't know if you don't pass the check. Totally need to use that trick now. Likewise, an illusory Fireball spell. It might look like a bead of fire, and it might appear that it will burst into a large ball of fire, but if you didn't recognize the specific gestures or words used (make the check), then you don't know if it's an illusion or the real thing until it blows up in your face. For my 2cp.
I don't see why your GM would deny it. You do have to pay extra for a heavy horse, so it's not like there isn't a cost involved from the get-go. The only problem would be if you specifically have to chose one that qualifies as a druid animal companion, in which case you use the baseline horse animal companion stats.
I'm with Blackbloodtroll. Racial Heritage feat doesn't work to gain Aasimar status since they are Outsiders (native). Same reason that Enlarge Person and a handful of other spells don't work on an Aasimar character. Go with Option 1, and see if you can make your horse a heavy horse or a heavy warhorse. That gives you a natural boost to Str, and other things.
Ask your GM if, since you didn't really get a chance to play the character, you can have it re-introduced under a different name, and maybe with one or two details changed. Or ask if it would be possible to get a deity-revival-favor that you then have to work off (excellent RP opportunity).
As ammunition for the multiple-spellbooks camp, I offer these sample spellbooks from Ultimate Magic. Note: after level 10, all but one spell-/formula-book states either that it uses multiple volumes, or is the size of multiple volumes (implying that one can buy extra large books). Abridged for length. Ultimate Magic wrote:
And before anybody dismisses these as options for treasure, let me also quote the beginning of the section that says they can be used by PCs for quick, ready-built spellbooks. Emphasis mine. Ultimate Magic wrote:
The idea of Wizards (Magi, Alchemists) being limited to one spellbook is a bit unreasonable. If that were the case, then they would never have real access to higher level spells. The singular uses of the word Spellbook throughout the Core rules indicate things like:
Darkflame, I disagree with you. True, nowhere does Spellstrike say you can deliver the additional charges of Frostbite, but it also does not say you can't do it that way. The ability says that you can deliver a "touch" range spell as part of a melee weapon attack. It goes on to clarify that you can also, in place of the free touch attack granted by the spell upon casting, make a free melee weapon attack as part of the casting. SRD wrote: Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. The round progression would look something like this (2nd level Magus): 1. Declare Spell Combat
Grick, it's the same thing that you were saying before. You could make the free attack with Chill Touch in the round it was cast, but all subsequent touches have to function off regular attack actions as per the held charge rule. Held charges don't get a free attack in the round after they were cast because that free attack is part of the action of casting the spell. It's like what you were describing with the
In the case of Chill Touch/Frostbite (level 3, for ease's sake), you get: a) cast chill touch and make free touch attack
It's not going: a) cast chill touch and make free touch attack and discharge Chill Touch 1
Edit: Ninjaed by target.
kmal2t wrote: There is nothing masculine about gaming. You roll dice and play make believe. On the scale of masculinity most gamers are at near the bottom of the rung although I wouldn't doubt there are plenty that are delusional enough to think otherwise about themselves and gaming. This is also a false claim. I've known a few people who, on the scale of masculinity (an arbitrary scale if ever I saw one), scored reasonably high and were gamers. And they still enjoyed coming out to game and have fun trying to tackle the evil Sorceress, and then trying to get something to change our own caster back into herself following a baleful polymorph. I've gamed with people near the bottom, and people closer to the top. The bulk of people I've gamed with who, for whatever reason, require ranking on the scale of masculinity score pretty much across the middle region. You do make a few points. Gaming is not inherently masculine, and being a gamer does not make somebody as masculine as an NFL player. That said, being an NFL player doesn't really make somebody masculine, either. It's not the NFL or the game the makes somebody masculine. Both activities are a bit more neutral on the scale of masculinity. The players make it a masculine (or not) activity. The exception, of course, being synchronized underwater sweater-knitting. A more masculine activity I never did see. Gaming doesn't need to be masculine or feminine to be fun. And sensitivity to players' needs (not women and players, just any and all players) is something that is necessary in any gaming group. That's what threads like, "What do women like in gaming," are trying to accomplish. Men are, in some ways, stupid animals. Some of us recognize this, and attempt to correct the deficiency by inquiring after information that will help us avoid stupid mistakes, like making an insensitive personal comment or treating a female gamer differently because we think she can't take what the boys can. For the record, I tend to disbelieve that female gamers are in any way incapable of competing toe-to-toe with male gamers with regards to game content, raunchiness, or any other aspect of a game. YMMV Keep this in mind: you may have the universe figured out, but maybe the rest of us don't have the details down perfectly yet. When there's information that we need, we ask questions. Don't fault us for being less perfect than you. Try educating instead of denigrating.
Okay. I can roll with Arnor. And yes, I know he's called a mage even though he's a Cleric. It's a common misconception because of combination of the journal he carries around, making notes about the history and magic, etc, and the fact that he's a caster. He hasn't bothered to correct said misconception.
"This is going to be legend! Wait for it, wait for it. Boom!" "Come at me, bro." And from a Jade Regent campaign I ran for my brother and his friends: Me: "You're going into the swamp that reduced you almost to death with only 1 HP?" Player 1: "Yup." *one TPK later* Player 2: "We got wiped out by one injured halfling. One. Injured. Halfling." (They were still level 1 and trying to find Goblins in the swamp)
Very abbreviated Moai backstory: Moai Cleric Backstory:
Arnor is a young Moai, but he's known for as long as he can remember that his purpose is to try to restore the knowledge lost during the Great Sleep. He's been gifted with some abilities as far as spell-casting to help with that purpose, as well as the knowledge necessary to try and recover any lost magic items of Moai manufacture. To that end, he prays to the ancient ones for the spells to grant him the power to find what he seeks, and travels the land seeking the lost knowledge magic of the Moai.
Two options for what I can play. I'm more inclined toward the Spirit Binder, but I'm happy to play either one. Still working on the Moai Cleric's backstory. Human Spirit Binder:
Doran, the Desparate
Male human spirit binder 1 CN medium humanoid (human) Init +1; Senses darkvision 15 ft., Perception +3 Aura evil DEFENSE AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield) HP 15 (1d10+5) Fort +6, Ref +1, Will +1 Weakness light sensitivity OFFENSE Speed 30 ft. Melee longsword +2 (1d8+1/19-20) or dagger +2 (1d4+1/19-20) Ranged shortbow +3 (1d6/x3) Special Abilities manifestation Embodied Spirit hungry father (blood, darkness) Manifestations exsanguinate (DC 14) STATISTICS Str 12, Dex 14, Con 18, Int 12, Wis 8, Cha 13 Base Atk +1; CMB +2, CMD 14 Feats Intimidating Prowess, Stealthy Traits Bandit, Killer Skills Climb +2, Escape Artist +1, Intimidate +6, Perception +3, Stealth +4, Survival +3 Languages Common, Undercommon SQ embodiment, spirit binding (hungry father [blood, darkness]), spirit tongue Gear chain shirt, longsword, buckler, shortbow with 20 arrows, dagger, backpack, water skin, whetstone, flint and tinder, rations (6), 24 gp Doran was born a child of the streets, and he lived a hard life when he was young. The streets are tough on a child, and only the tough survive. Doran was one such. He survived by being tough, by being sneaky, and by being able to cow the other kids when he needed to. One thing about Doran that scared the others, though: Doran could talk to ghosts. He was able to see spirits as long as he could remember. One ghost in particular did a lot to shape who Doran became. Doran called it the Hungry Father. The Father came to him when he was five or so, and it was the Father who first drove Doran to kill Stiv, the leader of his gang. After that, the other kids were all afraid of Doran, because Stiv had been 12 when he died. As he grew, Doran tried to resist some of the influences of the Father. The Father was always thirsty for blood, and encouraged Doran to kill often. Several useful skills also came from the Father: sneaking, climbing, and knowing how to hunt. Forage and intimidation kept Doran alive during his youth. Unfortunately for Doran, he wasn't quite good enough at it to avoid detection forever. He was chased from town after town by local authorities. Doran has since grown to adulthood. He lives by his wits and by his sword. The Hungry Father always tries to get Doran to satisfy the hunger for blood, but Doran does everything he can to resist. His motives are primarily his own survival, with an occasional placating gesture for the Father. Moai Cleric:
Arnor, Earthmage
Male moai Cleric 1 LN Medium humanoid (moai) Init -1; Senses darkvision 90 ft., Perception +8 Aura law DEFENSE AC 16, touch 9, flat-footed 16 (+4 armor, -1 Dex, +1 natural armor, +2 shield) HP 9 (1d8+1) Fort +3, Ref -1, Will +5; -1 vs. sleep OFFENSE Spd 20 ft. Melee quarterstaff +1 (1d6+1/1d6+1) or light hammer +1 (1d6+1) Ranged light hammer -1 (1d6+1) Special Attacks channel energy (1d6 DC 13, 5/day) Cleric Spells Prepared (CL 1st; concentration +7) 1st–comprehend languages(D), protection from chaos, shield of faith 0 (at will) – detect magic, guidance, stabilize Domains Artifice, Memory STATISTICS Str 12, Dex 8, Con 12, Int 13, Wis 18, Cha 14 Base Atk +0; CMB +1; CMD 10 Feats Selective Channel Traits Focused Mind, Sacred Conduit Skills Knowledge (history) +5, Perception +8, Spellcraft +5, Use Magic Device +6 Languages Common, Terran, Undercommon SQ artificer's touch, recall Gear scale mail, heavy steel shield, quarterstaff, light hammers (5), silver holy symbol (alchemic earth-sign), backpack, waterskin, rations (6 days), journal, inkpen, ink, candles (5), flint and steel, silk rope (50 ft.), 10 gp
Okay. I'll double-check the math. Almost done putting together the Moai Cleric, as well. Just needs backstory. Crunch:
Arnor, Earthmage
Male moai Cleric 1 LN Medium humanoid (moai) Init -1; Senses darkvision 90 ft., Perception +8 Aura law DEFENSE AC 16, touch 9, flat-footed 16 (+4 armor, -1 Dex, +1 natural armor, +2 shield) HP 9 (1d8+1) Fort +3, Ref -1, Will +5; -1 vs. sleep OFFENSE Spd 20 ft. Melee quarterstaff +1 (1d6+1/1d6+1) or light hammer +1 (1d6+1) Ranged light hammer -1 (1d6+1) Special Attacks channel energy (1d6 DC 13, 5/day) Cleric Spells Prepared (CL 1st; concentration +7) 1st–comprehend languages(D), protection from chaos, shield of faith 0 (at will) – detect magic, guidance, stabilize Domains Artifice, Memory STATISTICS Str 12, Dex 8, Con 12, Int 13, Wis 18, Cha 14 Base Atk +0; CMB +1; CMD 10 Feats Selective Channel Traits Focused Mind, Sacred Conduit Skills Knowledge (history) +5, Perception +8, Spellcraft +5, Use Magic Device +6 Languages Common, Terran, Undercommon SQ artificer's touch, recall Gear scale mail, heavy steel shield, quarterstaff, light hammers (5), silver holy symbol (alchemic earth-sign), backpack, waterskin, rations (6 days), journal, inkpen, ink, candles (5), flint and steel, silk rope (50 ft.), 10 gp
Doran, Human Spirit Binder:
Doran, the Desparate
Male human spirit binder 1 CN medium humanoid (human) Init +1; Senses darkvision 15 ft., Perception +3 Aura evil # ft. DEFENSE AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield) HP 15 (1d10+5) Fort +6, Ref +1, Will +1 Weakness light sensitivity OFFENSE Speed 30 ft. Melee longsword +2 (1d8+1/19-20) or dagger +2 (1d4+1/19-20) Ranged shortbow +3 (1d6/x3) Special Abilities manifestation Embodied Spirit hungry father (blood, darkness) Manifestations exsanguinate (DC 14) STATISTICS Str 12, Dex 14, Con 18, Int 12, Wis 8, Cha 13 Base Atk +1; CMB +2, CMD 14 Feats Intimidating Prowess, Stealthy Traits Bandit, Killer Skills Climb +2, Escape Artist +1, Intimidate +6, Perception +3, Stealth +4, Survival +3 Languages Common, Undercommon SQ embodiment, spirit binding (hungry father [blood, darkness]), spirit tongue Gear chain shirt, longsword, buckler, shortbow with 20 arrows, dagger, backpack, water skin, whetstone, flint and tinder, rations (6), 24 gp Doran was born a child of the streets, and he lived a hard life when he was young. The streets are tough on a child, and only the tough survive. Doran was one such. He survived by being tough, by being sneaky, and by being able to cow the other kids when he needed to. One thing about Doran that scared the others, though: Doran could talk to ghosts. He was able to see spirits as long as he could remember. One ghost in particular did a lot to shape who Doran became. Doran called it the Hungry Father. The Father came to him when he was five or so, and it was the Father who first drove Doran to kill Stiv, the leader of his gang. After that, the other kids were all afraid of Doran, because Stiv had been 12 when he died. As he grew, Doran tried to resist some of the influences of the Father. The Father was always thirsty for blood, and encouraged Doran to kill often. Several useful skills also came from the Father: sneaking, climbing, and knowing how to hunt. Forage and intimidation kept Doran alive during his youth. Unfortunately for Doran, he wasn't quite good enough at it to avoid detection forever. He was chased from town after town by local authorities. Doran has since grown to adulthood. He lives by his wits and by his sword. The Hungry Father always tries to get Doran to satisfy the hunger for blood, but Doran does everything he can to resist. His motives are primarily his own survival, with an occasional placating gesture for the Father. I wasn't sure what math to use for the Aura distance. I'm guessing it's 5 or 10 ft? I also didn't know what starting gold math to use, so I just modified the gear for the iconic character that you provided. I also thought the Hungry Father would be an interesting one to play with as far as its personality. I'm definitely looking forward to seeing how this one plays out.
Zenergy wrote:
Still not working. Also tried going in from the outside, and looking for it in the thread list. Not showing up there. Restart the browser?
According to the tabs, the discussion and gameplay threads aren't connected yet. Haven't run a PBP since before they changed things around, so not sure how to fix that. I'll have my character options hashed together sometime today. I'll put both options together just to see what the party needs.
Presumably both. If you damage the foe who harmed you, it goes away. If you don't ever damage him, it goes away when combat ends. I'd wonder about the potential for stacking, though, if you take damage from multiple sources. Edit: Ninjaed by the boss.
So I've had this idea for a while of a gag to run in-game. A University for associates of villains and heroes, with degrees available according to desired rank. The problem I'm running into is classifying different ranks of subordinate/associate. I was thinking that each one might be a different sub-school within the university, with the associated rivalries and such, and each one holds a very clear place in the hierarchy. Kinda like how in older large estates, there was a very clear hierarchy among the servant body, with each level answering to the level above until you reached the head butler or some such. Different ranks that I'm thinking of are:
Any thoughts on organization? Igor and lieutenant obviously pan out to higher ranks, but what about the underlings?
Throwing in with a Suli Bard. Nelossë Stats:
Female Suli bard 1
CG Medium outsider (native) Init +5, Senses low-light vision; Perception -1 DEFENSE AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) HP 8 (1d8) Fort +0, Ref +3, Will +1 Resist acid 5, cold 5, electricity 5, fire 5 OFFENSE Speed 30 ft. Melee longsword +2 (1d8+2/19-20) Ranged shortbow +1 (1d6/x3) Bard Spells Known (CL 1st; concentration +5) 1st (2/day)––grease DC 15, silent image DC 15 0 (at will)–– detect magic, ghost sound DC 14, message, prestidigitation Special Attacks elemental assault TACTICS Before Combat If possible, Nelossë tries to prevent combat using a combination of silent image and ghost sound or grease. If it doesn't work, then she tries to arrange an advantageous situation. During Combat Nelossë casts grease on the first round of combat and draws her longsword. On the second round of combat, she'll inspire courage if her allies seem to need some assistance. Otherwise, she'll help create flanking situations and use combat maneuvers to disable foes. Morale If alone, Nelossë retreats if reduced below 5 HP. If her close companions are in danger, Nelossë fights to the death. STATISTICS Str 14, Dex 13, Con 10, Int 13, Wis 8, Cha 18 Base Atk +0; CMB +2, CMD 13 Traits Armor Expert, Failed Winter Witch Apprentice, Focused Mind Feats Improved Initiative Skills Diplomacy +8, Knowledge (arcana) +6, Knowledge (local) +5, Linguistics +5, Perform (acting) +8, Spellcraft +5, Stealth +4, Use Magic Device +8 Languages Aquan, Common, Ignan, Skald, Sylvan SQ bardic knowledge, bardic performance (countersong, distract, fascinate, inspire courage +1) Combat Gear acid (2), alchemist's fire (2), Gear Mwk chain shirt, Buckler, longsword, shortbow (30 arrows, 5 blunt arrows, and 2 smoke arrows), daggers (2), belt pouch (5 pieces chalk, 1 vial ink, inkpen, 1sp, 5 cp), backpack (sack, journal, 50 ft. silk rope), bandolier (acid, alchemist's fire, daggers), cold-weather gear Horse:
Featherfoot
N Large animal Init +2, Senses low-light vision, scent; Perception +6 DEFENSE AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size) HP 15 (2d8+6) Fort +6, Ref +5, Will +1 OFFENSE Speed 50 ft. Melee 2 hooves -2 (1d4+1) Space 10 ft.; Reach 5 ft. STATISTICS Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5, CMD 17 (21 vs. trip) Feats Endurance, Run (B) Skills Perception +6 SQ docile Gear Riding saddle, saddlebags (bedroll, waterskin, 5 days rations) Appearance:
Nelossë stands almost 6' tall, and has rather brawny arms for a woman. She wears her longsword proudly at her side, and her chain shirt is always polished brightly. Under her armor, she wears practical riding leathers and stout boots. She also wears a cloak suited for colder climes. Her hair is worn long and braided, and tends toward the platinum side of blonde. Her eyes are a bright blue, with an occasional glint of something fiery behind them. Personality:
Nelossë tends to be very friendly, and always willing to lend a hand. Her experience with the coldness attitude of the Witches towards her failure to master their magic means she tries very hard to be accepted. When faced with a challenge, she attacks it with single-minded intensity and she does her best to accomplish her task. Background:
Nelossë was one of many children born in the villages outside Irrisen. Many such children are born with the potential to be Winter Witches, and Nelossë was one such child. Before her second year, she had been taken to be tried as an apprentice Witch. Unfortunately for her, she didn't demonstrate any ability while there. For eight years, she tried and tried to achieve some measure of magical ability, but she never progressed beyond learning a few cantrips.
At age 10, Nelossë left trying to be a Winter Witch. Nelossë had developed into quite a strong young woman. She knew she wouldn't be accepted back in her home village, so she apprenticed with the City Guard of Whitethrone. She excelled with sword and buckler, and her ability to devote herself entirely to the task at hand served her well when it came to trying to training and sparring. She always made herself wear the heaviest armor they offered, and she quickly became accustomed to moving despite the weight. When she was 14, Nelossë was sent on a training exercise with two other recruits and an older member of the guard. Their task was to try and drive off a herd of mammoths that had wandered to near to Whitethrone. Unfortunately, it turned out that it wasn't a herd of wild mammoths. The herd belonged to one of the tribes of savages, and they didn't appreciate the attempt to drive them off. The attack was devastating, and Nelossë was seriously injured before managing to crawl away and hide. She managed to return to Whitethrone, and as she recuperated, she discovered that her slight ability with cantrips had expanded, and she knew a few spells she had never been able to master before. Nothing fancy, but potentially useful. Ultimately, the City Guard decided that she wasn't what they wanted, and she packed her few things and traveled south. She did some piece-work as a caravan guard and sometime entertainer during her journey, and after a long time traveling and guarding, she decided to travel for herself. She left the city she had come to, and made her way south. She wound up at the small village of Heldren.
If you're still accepting applications, I'd like to dot this one. I'll take a look at the Player's Guide and see about what kind of character to build. Leaning toward a Wizard at present, but there are a few things I've been wanting to try.
So most recent revision of the list: Brawn:
Brains:
Divine:
Arcane:
Interested Parties:
Something that I've done for PBPs I've run in the past is set up a GoogleDocs (or site of choice) option, create maps in MapTools, then screenshot the maps and upload them to the site. That way, people can reference the image as they try to decide what they want to do. You can enable grid coordinates, so it's easy to say, "Lexibean moves to square B23, traveling around the area threatened by Customs Agent 1." As far as running PBP combat, I always asked people to post a primary option, with one or two back-up options in case the primary option was no longer available. Ex: Brillup takes a step back from Customs Agent 1, pulls out his crossbow, and fires a bolt at the man's stomach. If Lexibean has already dropped him, instead fire at the nearest Customs Agent not engaged in combat. If all Customs Agents are engaged in combat, instead shift and cast Cure Light Wounds on Sarenth. My backup character is Gumz Bigtracker, Goblin Rogue.
A quick look at my character, Sarenth. Emberkin Conjurer (teleportation). I haven't made a character profile page pending approval of character. If we need something different for the group, I can generate something new or grab an old concept character. Sarenth Character:
Sarenth
Male emberkin wizard 1
Spellbook:
1st––burning disarm, burning hands, feather fall, grease, keep watch, mage armor, unseen servant 0––acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue Familiar:
Skipper
Female Rhamphorynchus familiar 1
Backstory:
Sarenth's place of birth is uncertain. He may have been born aboard a ship, or in Riddleport, or in some other far port. What is known is that he was taken in by a group of Varisian traders who had stopped in Riddleport. They raised him as one of their own, in spite of his odd appearance. They tried to instill good values in him, and they named him Sarenth, hoping he would follow in the footsteps of his father, and become a holy warrior of the faith of the Dawnflower.
Unfortunately for his family, Sarenth had no aptitude for martial combat. Several times, when attempting to spar with a mock-scimitar, he injured himself and had to spend long days recuperating. Faith held no interest for Sarenth, either, although he tried his hardest to please his adoptive parents. He mouthed the prayers, and tried to worship the Dawnflower in all her glory, but he never felt any connection to her beyond a love of watching the setting sun. Redemption of others seemed like a waste of time, and the whole affair seemed like so much posturing. Tragically, Sarenth's adoptive parents died before he reached full maturity. His father died defending the caravan from Shoanti raiders, and his mother died shortly thereafter of a vicious fever that struck the following winter. A history of mischief and trouble-making had earned him few friends among the other members of the caravan, and Sarenth left when next they stopped in a city. He shipped out on a trading galley as a deckhand, and found he greatly enjoyed the life at sea. There was a fulfillment there that he had never felt in the caravan. It was here, too, that the good values his family had tried to instill in him met their first real test. The traders were not always the most scrupulous of people, and new bad habits joined the mischievous tendencies and trouble-making habits Sarenth had possessed as a child. His morals became much looser, and while he did maintain a fierce loyalty to his friends, his idea of friendship became harder for other people to meet. The traders vexed him, because he had absorbed a love of honesty and a dislike for pretense and falsehood. This led him to spend more time talking to scholars and in libraries than at taverns when the ship was in port. While in Riddleport, he spent a great deal of time at the Cypher Lodge. A couple of the mages there showed him a few cantrips, and he devoured the knowledge. Amused, they showed him some more, and it quickly became apparent that he was a natural for conjuring magic. But the sea called to him, and he returned to his work as a deckhand. He brought with him what he had learned, however, and he purchased a book to copy spells into that he might continue his studies. His ship made its way down toward the Shackles, and as the voyage grew longer, Sarenth decided that perhaps it was time to seek something different from life. He quit his job as a deckhand, and went to see what kind of magic he could learn in Port Peril. He learned some things from a couple of jungle mages, and he even managed to attract a small swoop lizard to be his companion. Unfortunately, he next inquired for information at the Formidably Maid. Appearance:
Sarenth stands about five and a half feet tall, and has a very slender build. His hair seems to shift color depending on the light, sometimes appearing a fiery copper color in sunlight, sometimes appearing more silvery in moonlight. His eyes have an iridescent quality to them, and they stand below brows that arch back as if pulling away from his face toward ridges that run along his skull. His clothing is practical for shipboard life, consisting of stout leather pants and a sleeveless blue vest over a loose cotton shirt. He carries his spellbook on a leather strap over one shoulder, and on the other perches a small pterosaur the size of a large cat.
At the moment, I'm looking at a Peri-Blooded Wizard. Teleportation School, with a Greensting Scorpion familiar. I can change that to fit the group need better. My current second choice is a Human Inquisitor/Cleric, or I can revive an old character for a second run, a Kobold Rogue. Peri-Blooded Wizard
I'd love to join in on this one. I'll start putting together a character, and I should be able to get one rough-cut tonight (PST). I'm assuming completely overpowered races (and templates) are a no-go? No Drow Nobles or Svirfneblin or Half-Dragons? :) Ability Rolls:
So I know what I have to work with.
4d6 ⇒ (3, 1, 4, 3) = 11=10
Think I can work with those.
Hey, all. I'm in a similar boat to Red Ramage. Currently running a Kingmaker, looking for some game-time on the side. I have lots of ideas for characters that I could play, both anti-maxed (Ex: Orc Wizard) and regular-powerful (Ex: Goblin Rogue). I'm currently running a Kingmaker game, so I would probably be a bad candidate for that. I also have the anniversary edition of RotRL, so I may not be a great candidate for that one, but any of the others would be fun, or I'm cool with homebrew. Skull and Shackles looks like an interesting AP, if there's still interest in playing one.
I have a lot of PDF files for PF, 3.5E, and 4E that are pretty useful for referencing during games. I'm in Oakland, but I'm willing to travel down to San Jose for a game if you guys are still trying to put something together. I have some GM experience in 3.5 and PF, but since I'm currently running a Kingmaker game on Mondays, I'd love to join in as a player.
Hey. If people here are still looking for a game, I'd love to join in on one. I have a lot of materials I can let the group use. Minis (more coming from Reaper Kickstarter soon-ish), flip-mats, pens, and lots of PDF files on my laptop that can be used for reference in-game. And I have all the APs if somebody wants to run. I've read a few, but I'm pretty good about not metagaming. There are also plenty that I haven't read. I currently run a Kingmaker campaign on Monday nights, so I'd be interested in joining a new campaign as a player if possible. I'm in Oakland, but I can drive to SF or SJ if there's a preferred place for gaming.
The Spells Known Hijack:
To weigh in an alternate position:
Bloodline spells are not "Spells Known" in the normal sense. They are known spells once they have been learned, but they still don't fall under normal Spells Known then. They're still outside the Spells Known progression. Here are two counters to Bloodline Spells being "Spells Known:" Dragon Disciple wrote: Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level. This ability expressly states that the Dragon Disciple adds his DD levels to Sorcerer levels to determing "powers gained from his bloodline." Bloodline Spells are a "power gained from his bloodline." Dragon Disciple advances the Draconic Bloodline, and calls that out. Blood of the Dragons makes specific mention of advancing "powers" (Bloodline Powers), and makes mention of the bonus spells gained from a bloodline as not being granted unless the Sorcerer has the appropriate spell-slot. Bloodline Feats are another DD ability. Dragon Disciple states that bonus spells are not gained unless certain conditions are met. Implication? Bonus spells are never gained unless a condition is met, namely that something calls out that they are. The other counter to Bloodline Spells being Spells Known comes from the Bloodline Description: Bloodline wrote: At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–15. These spells cannot be exchanged for different spells at higher levels. Note that the additional (bonus) spells are never referred to as Spells Known. They are "in addition to" the Spells Known, implying that they are separate from it. The way I read that is "in addition to, not part of" Spells Known. Part of why is because they are called out under a separate name (Bloodline Spell), and that they are treated differently than regular Spells Known (no swap at higher levels). Based on the above points (PrC doesn't advance Bloodline unless called out as DD; Bloodline Spells separated and distinguished from Spells Known in multiple ways), I'd say that Spells Known refers fairly strictly to the Spells Known tables, not to any "Bonus Spells" gained from another class feature. On the subject of the OP's question: To the best of my knowledge for PFS purposes, I suspect you're wrong. If a Sorcerer takes a spell at Lvl 1 that is the Lvl 3 Bloodline Spell, he would effectively not learn his Lvl 3 Bloodline Spell. Swapping out later wouldn't let you re-learn it. For a non-PFS game, I'd say you were right. My guess as far as PFS, though, is that you've effectively lost yourself a spell. There isn't an official FAQ response, though.
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