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FullStarFullStarFullStarFullStar Pathfinder Society GM. 8,775 posts (10,174 including aliases). No reviews. 1 list. No wishlists. 33 Pathfinder Society characters. 1 alias.


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The Exchange

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CBDunkerson wrote:
I can't see any logical reason to deny Aid Another on Knowledge skill checks. Reasonably, it should be one of the clearest cases of allies being able to help each other. Helping someone else perform a complicated acrobatic maneuver... that's weird. Helping them remember facts is basic everyday human interaction.

I always like it when people help me with my rules knowledge. You know, when I can't exactly remember what the rule is about (Redacted), but someone at the table says something that makes it click...

And I cannot escape the humor in someone trying to help me with my Knowledge (Rules) skill check - by explaining why we can't Aid Another on knowledge checks....

But the more important point to me on this. Allowing someone to Aid Another on Knowledge skill checks lets more than One Player "Play" during the Skill Challenge part of the game. A very minor investment on the part of the player will let them "join in" during the "play"... rather than just sitting there while the "skill monkey" does this part of the scenario. (IMHO) If it's NOT allowed, it SHOULD be. We want everyone at the table to "play" right? Anything that forces the some (most) of the players to "sit this round out" is "not good".

Here is another older thread on this subject. And to quote Jiggy in the second post over there...

Jiggy wrote:
Well, the rules say that "In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once" and "The GM might impose further restrictions to aiding another on a case-by-case basis as well", so I'd just approach each situation with "Can I aid?" and go with whatever the GM says.

so, when I'm the GM/Judge, I would, in most cases, say "Can you try to aid him? Sure!"

Dark Archive ****

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I'm a good "Switch Hitter" too.

I can do Diplomacy OR Stealth....

;)

The Exchange

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link to an older thread on this subject.... and the observation I had over there...

Duration of hats of disguise and rings.

If the item is just allowing the user to cast the spell on himself, and then has a limited duration... does that mean he can remove the item and have the spell still be in effect?

So a party of adventurers could make themselves invisible by passing a Ring of Invisibility around? Each putting it on, activating it, removing it and passing it to the next player?

Wow...

I always figured it was more limited than that...

If we have the magic item being used to "cast the spell" - then removing the item does not end the spell. When means one H.o.D. could be passed around a party of adventurers to cast the spell multiple times, each having a duration of 10 minutes.

Short term disguises got a big boost - though long term disguises will get damaged...

The Exchange

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In my home game the players encountered an NPC (BBE) Wizard who had a spell Summon Pathfinder II in his book. It summoned up (1d4+2) 1st level Iconic Pathfinders (a "Team" of random Agents)... The Material Component for the spell was "an Item or Document of Arcane or Historical Significance" (called "the McGuffin")... One of these days I'll finish the write-up for Summon Pathfinder I, Summon Pathfinder III, and Summon Pathfinder IV...

The Exchange ****

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after several rounds of trying to see thru the mist, trying to make out what all the screaming is about, a figure rushes you from the fog...

Ledford: "I know what you're thinking... you're wondering to yourself, did he rage for six rounds, or only five? Well to tell you the truth in all this excitement I kinda lost track myself. But being this is a 44 inch Great Ax, the most powerful hand weapon in the world and could take your head clean off in one crit, you've gotta ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"

Scarab Sages ****

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The Toaster, across a small table in an interrogation room in the Grand Lodge: Enjoy it. Take this time to say everything you wanna say to me now, because you don't have much more time left for this. the store is closing

Pathfinders: What?

The Toaster: This. Tell me I'm everything you despise. That I'm the personification of evil. That I'm glancing at any paladins or hellknights present - responsible for the breakdown of the fabric of society and world order. I'm a one-man genocide. Say everything you want to say to me now. Because you don't have long.

Pathfinders: Are you paying attention here? Or, are you delusional? You have broken every arms embargo in the Inner Sea. There is enough evidence here to put you away for consecutive life sentences. You're gonna spend the next years of your long elven life going from a cell to a courtroom, and that is before you even start serving your time. I don't think you fully appreciate the seriousness of your situation.

The Toaster: Trust me. I fully appreciate the seriousness of my situation. But I promise you. I won't spend a single second in a courtroom.

Pathfinders: You are dillusional!

The Toaster: I like you kids. All of you. glancing at one of the PCs Or maybe not. But I understand you. So let me tell you what is gonna happen next. This way you can prepare yourself for it.

Pathfinders: OK

The Toaster: Soon there is gonna be a knock on that door and you will be called outside. In the hall, there will be a man who outranks you. First, he will complement you on the fine job you have done, and tell you that you are making the world safer place, that you are to receive boons, treasure, access Prestige Points and an XP. Then, he is going to tell you that I am to be released. You're gonna protest. You'll probably threaten to resign. But in the end, I will be released. The reason I will be released is the same reason you think I'll be convicted. Yes, I do rub shoulders with some of the most vile creatures calling themselves leaders today. But some of those creatures, are the enemies of your enemies. While the biggest arms dealer in all the Planes is your boss, The Ten. They deal with more merchandise in a day than I do in a year and sometimes it is embarrassing to have their fingerprints on the stuff, sometimes they needs a freelancer like me to do stuff they can't be seen doing. So? You call me evil, but unfortunately for you, I am a necessary evil. Pleasure doing business with you kids.

The Toaster more to himself then to the PCs: Most people are happy just to get out of jail. Me? I expect to be paid to leave it. But I am not a fool. I know that just because they need me today, that doesn't mean they wouldn't make me the scapegoat tomorrow. But not today. Soon, I will be back doing what I do best. Just like Grand Master Torch.

The Exchange

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If there is more than one creature in an area (Morlocks or Ratfolk swarming, or any creature riding a mount) and I shoot one of them with a spell (say, ray of frost) do I hit both/all of them?

Yes? then the spell should effect a swarm.

No? then the spell should NOT effect a swarm.

IMHO ray of frost would only effect one Morlock/Ratfold/Rider or mount. So it would only effect one individual in a swarm - which doesn't noticeably effect the swarm.

I realize this is not going to effect the opinion of Val'bryn2 - you seem to already "know the truth" and will not be swayed by posts from mortals. But I missed my Will save and HAD to post here... sorry. :-)

The Exchange

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Isonaroc wrote:
nosig wrote:
just a side note... but INT drain to zero wouldn't kill you would it? Not that you would be good for much later...just not dead.
The ability of the yellow musk creeper specifies that you die and rise as a yellow musk zombie an hour later. (I assume that's the creature they encountered)

thanks!

The Exchange

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take a "small" long spear (sized for a Halfling).

with a Medium PC (say a human), when using an undersized weapon, you would suffer a -2 to hit and it would become a 1 handed weapon.

So you would use a Halfling Long Spear - which would have reach (damage is only 1d6 though), and you would use it one handed.

The Exchange

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... you might try something like this...

DM of the Rings LXIII....

which leads to ...

DM of the Rings LXVI....

The Exchange ****

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Spend the gold from the chronicle gained while playing the Pregen... or not. It seems like the guidelines are not clearly defined.

to echo Lau Bannenbergs' statement above: "The rules for PC survival should be crystal clear and complete in the Guide." Currently they are not.

The Exchange ****

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Pink Dragon wrote:
Mitch Mutrux wrote:
That's not even close to being equal though. Say a TPK happens at a table with pregens and real PC's. Under the old rules, some people lose a single scenario while others lose that scenario plus their PC plus all of the other scenarios that PC had played.

My answer to this would be so what. For me, PFS is not a competition between players. What another player does or does not do with his characters and what those characters get in comparison to my character are irrelevant to me.

Under the old rules, everyone had an equal opportunity to play a pregen at no risk. Even then, some (probably most) people chose to risk their own characters anyways, while others did not. Those who chose to risk their own character did so for whatever personal reason knowing that they could have chosen not to. Others preferred not to play that way and chose to play a pregen. Both played the way they wanted to suit their personal taste. I see nothing intrinsically better about the new rule that forces players to risk their own characters when they don't want to.

actually Pink, they don't have "to risk their own characters when they don't want to". They can (and sometimes do) opt to just not play. They walk away. Or never even bother to show up.

which to me is the greater problem of this rule change.

The Exchange ****

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Mitch Mutrux wrote:
pH unbalanced wrote:
Jeff Hazuka wrote:
Pink Dragon wrote:
Jeff Hazuka wrote:

A real character in an actual scenario doesn't have the option to have a stand-in die in its stead.

With re-assignment, I can simply sit back, play Kyra, and if things go south, shrug. Without, I have to choose to have the same risk as everyone else, or apply it to a level 1 and not advance my actual character. No stand-ins.

In what way does it diminish your enjoyment of the game if some other player uses pregens in this manner?

We're not all playing by the same rules.

If we succeed, we succeed as a group, but if we fail, only the people with invested characters suffer.

Not actually true. Everyone suffers, because they failed at their one chance to play the scenario.
That's not even close to being equal though. Say a TPK happens at a table with pregens and real PC's. Under the old rules, some people lose a single scenario while others lose that scenario plus their PC plus all of the other scenarios that PC had played.

why does it have to be "equal"? Realizing that it is never going to be, even under the new system.

But, how does this rule change make it more "equal"? or even closer?

PC death for one person is not the same as for another. Or is it that we are trying to "punish" the Pregen player? For what? Playing a Pregen?

I really don't understand how not being allowed to re-assign pregen deaths is BETTER. What does removal of this rule buy us?

I mean, I guess I can say "I died and lost my PC - so you get to suffer THE SAME FATE! Nener-nener!" - but that seems kind of petty to me. After all, I've got 33 PCs, so loss of one is actually less for me than for other people right? (sarcasm) wait, maybe I should be "punished" more if one of my PCs dies... after all, it's not as big an issue for me, and we need to make it more "equal"...(/sarcasm)

The Exchange ****

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Jeff Hazuka wrote:
Pink Dragon wrote:
Jeff Hazuka wrote:

A real character in an actual scenario doesn't have the option to have a stand-in die in its stead.

With re-assignment, I can simply sit back, play Kyra, and if things go south, shrug. Without, I have to choose to have the same risk as everyone else, or apply it to a level 1 and not advance my actual character. No stand-ins.

In what way does it diminish your enjoyment of the game if some other player uses pregens in this manner?

We're not all playing by the same rules.

If we succeed, we succeed as a group, but if we fail, only the people with invested characters suffer.

I'm sorry you feel that way. If I were playing a Pregen at your table and your PC were to die, I would feel that I had failed to protect my companions properly. It would trouble me greatly - I would wonder what I had NOT done, what I had NOT KNOWN how to do to save you. Was it because I didn't see something, because I hadn't understood some ability my PC might have that could have prevented my companion's death? It would be even worse if I had taken up the Pregen to fill a gap the party might have had - say if I were to run Kera because the party didn't have a healer. Survivors Guilt would hit me pretty hard...

The Exchange ****

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Sense this rule change (requirement of assignment to a PC number before playing a pregen) I have seen people get up and walk away from a table because of the rule change - games they would have played with a Pregen before.

I have had tables not "make" when the rule was first changed and it looked like it would apply to "#7–98: Serpents' Ire" - heck, I advised my wife to avoid playing this game at that time, with me as the judge (even though I knew the game would likely fail to make for lack of players and I only have 2 Specials left for my 5th star).

As far as I can tell, this was a bad rule change. I have not seen anything good come of it, and have seen it negatively impact play.

The Exchange ****

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Gary Bush wrote:
Spike E. Bits wrote:
Swapped his Hide armor to Dragon Hide Breastplate (2 PP) (pushing his AC above 20)

Sorry for the derail. Out of curiosity, can you do this at level 1.2? "Dragonhide armor costs twice as much as masterwork armor of that type" of armor. Breastplate is 200gp. Masterworks pushes that to 350gp. So double that is 700gp. Since dragonhide is not on the "always available" special material list, a player would need 9 fame. A 1.2 character would have, at almost, 4 fame.

yeah - what they said.

I was thinking of getting it with armor spikes (+50 gp) or something... maybe silver filigree inlay or something that costs 50 gp... even if it would just be "flavor text"... seems a loss to not spend the full 750 gp allowed for the 2PP, but oh, well...

The Exchange ****

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Brendan Molloy wrote:
Nefreet wrote:
Brendan Molloy wrote:
I suppose my argument is that at level 1 all characters are transient and can be completely rebuilt before level 2, which puts them on the same level as a pregen.

If you're playing your own character, you have access to resources and abilities that Pregens don't.

So, no, they are entirely different situations.

What different resources?

And Kenku, you've completely ignored my point that there is no difference between two identically built Druids aside from which character number each one belongs to.

As a point I don't spend gp or pp before level 2 for this very reason.

1st of all, you have my sympathy for getting stuck in a bad game. Hate when that happens...

I am looking at playing a Tier 1-5 game this week, and looking thru my PC available to play in it. I could play a "fresh guy" with 150gp in stuff, or one of several others who have differing amounts of equipment. Most likely I will be playing my level 1.2 Druid. The reason I would play him? he has a lot more equipment. After his first game he picked up:
- a Wand of good berries for party healing (2 PP).
- three scrolls of 1st level spells (which means he has access to twice as many spells)
- a Healers kit, Masterwork Thieves tools (swapped my normal Tools on these, so it's sort of an upgrade) and 4 other Masterwork tools (boosting 6 of his skills by +2, or I could loan them to another player if they is better than my druid at using them).

After his 2nd game he picked up:
- Swapped his Hide armor to Dragon Hide Breastplate (2 PP) (pushing his AC above 20)
- Swapped his normal wooden shield to a Darkwood shield..
- and I'm looking at upping his Ax to a Masterwork Ax... maybe. Or I'll go into the next game with a little over 300 gp for use in the game.

What I'm trying to say is - why do you hamstring your PC by NOT using the resources you have available as a PC with more wealth? Why restrict yourself to starting equipment? Could you have avoided the TPK with more equipment (perhaps a potion of Invisibility - did you have access)? What was on your first Chronicle that you could have bought before this last game?

So... the "difference between two identically built Druids", one just starting and one with 2 chronicles? For me, that would be:

- a Wand of a 1st level spell (50 charges).
- twice as many spells available for use.
- 6 boosted skills (+2 on each) and the ability to loan the boosts out to other PCs.
- +2 on his AC.
- 5 points less on his Armor Check Penility.
- and maybe a +1 to hit, or else 300 gp available during the game (for buying stuff I need during the game).

The Exchange ****

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John Compton wrote:

About a year ago, Linda and I began listing magical ammunition rather than more +1 flaming arrows because we recognized that Chronicle sheets unfairly rewarded bow users and ignored most other forms of projectile weapons. The term ammunition represents whatever form of ammunition the PC wants to buy. Need +1 flaming blowgun darts? Go for it. Want those three pieces of ammunition to instead be +1 flaming staff sling bullets? Have fun! Would you rather pepper foes with +1 flaming pistol bullets? We're not stopping you.

Basically, you should enjoy the listed ammunition no matter what variety of ranged character you are. Ammunition is anything from arrows to bolts to atlatl darts, using Table 1–7 in Ultimate Equipment as a solid but not exhaustive guideline.

First: I really-really like this.

Second: I fear someone is going to screw it up for the rest of us... so, I got to speak up about a possible problem.

Darts (thrown, and from an Atlatl) are re-usable, so if they count as ammunition it's likely going to throw up issues with game balance. "I'll just go pick up this Human Bane Dart and shot it at the human. Best investment I ever made - I seem to use it 2 or 3 times each game..."

I will assume re-usable thrown weapons are NOT going to count as Ammunition for this? Please?

The Exchange

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Drahliana Moonrunner wrote:
Leathert wrote:

Gunsmithing says: Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition.

So def. not a combat option. Though gunslingers work nicely in melee as well, considering it's a full-bab class with martial weapon proficiency and 10 HD, so you're not totally out of things to do.

I don't think that there is a single charop gunslinger on the boards who will admit to dirtying his hands with swordwork.

not sword work - but I do hit things with an Ax regular...

Scarab Sages ****

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Lau Bannenberg wrote:
Katisha wrote:
"Thugs are Us"
::steal::

Thugs-are-Us:

During a scenario with a "local thug" encounter, where the PCs are confronted by "hired thugs" intended to warn them off of their research, we captured several of the thugs and were questioning them.

Our judge had run another scenario for some of us the week before where we had much the same encounter... so he knew my PC and knew how I liked to handle the "Gather Information from the Thugs" (we had several "new" PCs in the group though). So the "interview" went something like this....

PC: "So Mook, we meet again!"
Mook #417: "Yeah, if'n I'd knowed it was yous, I might not've takkan dis job".
PC: "and how's the wife? and the little mooks? three isn't it?"
Mook #417: "same oh-same oh, off visitin' her mum again in Durma, and the lil ones is growin' like weeds..."
PC: glancing at the other mooks - stablized and waiting thier turn "So, does the local Thugs Union have ok Medical benifits? Looks like you guys will need it. Wait, you're Rent-A-Thug aren't you?"
Mook #417: "Not w'at it used ta be, w'at wit da cut backs and all. Had to switch over to Thugs-are-Us."
PC: "Tell ya what Mook, I'll pop for a couple charges off my happy stick when we're done here..."
Mook #417: "Hay, you're all ri't! T'anks!"
PC: "No problem! Least I can do. Now, about the guy who hired you..."

All this while the other players just watched. After all, I said my guy was the "Face"...

When I noted to the judge that I was marking off a wand charge for each of the Mooks, one of the other players also offered to chip in on the healing... "heck, they put up a good fight for Mooks! I wouldn't mind working with them again!"

Scarab Sages ****

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you could always just try the "soup bubble" strategy. Have "GM Torch and Guards" turn out to be 1st level Mooks - Experts/Bards in disguise. They go down with one hit - almost dead, then the Watch arrives, and there is talk about murder charges... then the real GM Torch arrives to "fix" things - and the players have the option to owe him a favor, or spend the week/year in jail.

"Did you REALLY think that guy looked like me? Wow, maybe I should pay him better..."

Sovereign Court ****

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Jack Brown wrote:

Or for the more typical Pathfinder...

"What is the name of the plane that you are on right now?"

"What is MY name?"

The more typical PFS table...

"What is your favorite color?"

Scarab Sages ****

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CORE games have started up at one of my local venues! YEAH!

The Exchange ****

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Cast raise thread. It's an old one of mine anyway - and it needs to be said again.

Because the board just needs some fun stories today.

I had a good (fun) game last night. It happens sometimes (really!), even if we don't hear about it enough.

Good group of players, good judge (my local VC! Yeah!), good times.

Thanks for all the fun - and I hope things are fun at your next game too.

OH!

And I would like to thank all the Venture Officers that make my hobby fun. And the non-titled people to. Volunteers, players, even people who make their living doing this (lucky stiffs) and all the people that make the game fun to be doing. Thanks. Really.

there, I just needed to say that - now, you all get back to work! Play some games!

The Exchange ****

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Looks in again.

Tries (again) to post anything... anything at all constructive.

Nope. Nothing. I got nothing. Sorry.

I hope you all have a nicer day.

The Exchange

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Role vs. Roll

is like

Lawful vs. Good

Scarab Sages ****

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To me, the funniest part of this entire "drop a potion" thing is that I normally have an unseen servant running with standing instructions to bring me things that people drop. Normally it is to retrieve weapons that I have disarmed from enemy NPCs - but I can see it scooping up these potion bottles too. I hope you have these marked as to what they are, otherwise they are getting all mixed up 'cause Jeeves is just going to be putting them in my haversack.

The Exchange

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This spell is ... odd.

Casting time is one minute. So you aren't likely to be using it in combat. It gives information on a "creature type" rather than a "creature", so (to use an example from a poster above), a caster "...who casts it and reflects on the slime mold (DC-12) she encountered earlier in the day" would get information on Oozes - on the "creature type", but not on "slime molds". Correct?

weird spell...

The Exchange ****

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Hobo Sapiens wrote:
if I ignore it, it might go away...

Or it turns into a useful thread... maybe?

The Exchange ****

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Thomas Hutchins wrote:

Dipping for something that you can't make full use of is fine, that's the reason for dipping. I know of a fighter7 that took 2 levels of bard to get good will save and lots of skills, even though his cha is 7or8 (done pre-classes that might have made for better dips)

But when you say can I make a stupid wizard or fallen paladin it's sounding like you want to make a character that is primarily leveled in that class and has crippled their class. Having a low int wizard of 12 or 13 I wouldn't mind at all. I have seen a max str 13 cha sorcerer that was going dragon form build. But again, saying stupid wizard makes people think <10 if not 7 int wizard.

I have to say, when I read the first post here I did not have the reaction that several later posters seem to have...

The OP was "Mostly curious, anyone tried building an intentionally fallen paladins, stupid wizards, or other class that really can't use the majority of it's class features? Anyone find any good builds?"

This made me think of several of my PCs.

1) Yeah, I have a PC that I originally had built to be a Paladin, and in fact had even come on the board and posted more than one thread on the subject..
another thread. I still have the PC, who finally took his level of paladin and so far (3 Pally levels) has avoided "falling" for telling lies... though it has been close.

2) A Rogue with a level of wizard... but then I consider a Wiz with a 14 INT to be a "stupid wizard", so when the OP asked, that's what I thought of. And I have one of those. A Rogue/Wizard who is using the spell Coin Shot to be a sort of gunslinger. (Named First Person Shooter - he always goes in the surprise round and had a +19 Init at first level... - "Bang!" with sneak dice.)

3) a Gunslinger who only get's one shot an encounter. Guntank with a tower shield. So "Bang!" and now it's switch off to an Ax till after the fight so I can re-load.

4) a Summoner who has an Eidolon that is never seen (it's stealth is that good, and it has almost NO combat skills. But you know, we never seem to encounter working traps? They always seem to be broken when we get to them - past the strangely unlocked doors...).

The important part of the mix is... are the PCs in question fun to be at the table with? are they fun to play and fun to play with? Yes? then great. Let's play. Even if they "an intentionally fallen paladins, stupid wizards, or other class that really can't use the majority of it's class features..." if they are fun to have at the table they are working great. And before someone asks about my Bard that doesn't Inspire Courage? Yeah, "I'm not that kind of a bard! And I don't have Bardic Knowledge either!"

When someone asks me: ""Mostly curious, anyone tried building ...? Anyone find any good builds?" my first response is to assume they are looking for "good builds", not that they are trolling... but heck, I normally see the good side of everyone. (well, maybe not BNW. I normally see his bad side... but that's just personal.)

edit: LOL! I posted before I saw BNW's post above! which makes mine really funny! ...but maybe I need to delete it now...hmmm. got to think about this some...

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and I know several people who will not be playing this one because of the ties to Numeria

The Exchange ****

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Michael Eshleman wrote:
William Ronald wrote:
If it helps, the player has a Sovreign Court character and has had a string of bad luck in recruiting people.
Is his take 10 not good enough to meet the DC?

does the judge let him Take 10?

The Exchange ****

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nosig wrote:

5 of the players are female, under the age of 14 and they are correcting the Augment Summoning/Summon Monster stats listed in the AP the only adult/guy at the table has on his phone...

not there yet, but I've got three of them gaming for me now, two more and I'll see if we can get them to a local CON

after the last posts about player age, I just wanted to float this one to the top again...

Sovereign Court ****

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Cenorin wrote:
You're on a Tier 5-9 diplomatic mission, and the question "who's the party face?" is met with blank stares.

Everyone looks to the guy running the Bard - who looks up and says, "I'm not that kind of a bard!"

The Exchange ****

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Simon Kort wrote:

I have heard that one before aye. The idea would be rather simple.

"Add a option that shows played info, but does not filter out scenarios" it could be a toggle.

Unfortunately I am extremely busy at work and organising a convention here in the Netherlands at the moment. There is also a known bug with editing characters at the moment.

I promise I will try to get into this one soon, cause it should be not-that-much-work for a lot of gain.

Thank you for all your hard work.

The Exchange ****

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Azten wrote:
SmiloDan wrote:
You're running a rebel insurgency campaign, and every player approaches you outside of the game and tells you they want to secretly play a double agent working for the big evil empire.
I'd love to watch this blow up in their faces as, since they do not know the others work for the same empire they do, they sabatoge all the plans to backstab and inadvertently win the war for the rebellion!

"...have we drifted into a Paranoia game?"

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ok, a suggestion on "Inter-Table Interaction" (a term I think I just coined).

How about a "puzzle" challenge that you only get 3 of the required 4 parts for, and you get "an extra piece" that actually belongs to the table beside you. Now you arrange the 3 parts to your "mcguffen" and find you are a piece short - and you have a extra bit... how long does it take you to figure out that someone else has your missing piece? How much longer does it take for you to figure you have someone else's? (and here's the kicker) How long does it take you to realize that you need to take your extra piece to another table. NOT just get your "mcguffen" put together, but "Cooperate".

Explore! - Find your cache of broken mcguffen pieces.

Report! - "Hay, we found most of a Blue McGuffen! and this extra Red piece "

Cooperate! - "Hay, who needs a Red McGuffen piece?"

The Exchange ****

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Some time ago, I was running the low tier table at a multi-table special(APL 1-2), when the adventure got to the major Challenge (Required a Disable Device DC60?!!! - everyone was supposed to find a way around this - flight or climbing or something) and the "big guy" at my table (a 3rd level Dwarven druid that got dropped in to fill the table up to 4 PCs) announces he's going up and using a Boon that he has just gotten. It allows his PC to succeed at "any one skill check the PC is untrained in" .... and he says he's going to open the gate.

I read the Boon. I called the head judge. Who looked it over and went to tell the high level table that they saw a Dwarven druid walk up and push the gate open. From the Tier 1-2 table. It was one of the high lights of the night for my table. And we still tell that story...

The Exchange ****

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I just ran a 3-4 table of Cosmic Captive, and at one point the PCs are being attacked by XXXX. As the blurb ends I set up maybe 8 or 9 pawns and the Mook in the front yells "Follow me!" and charges into combat, being followed by a mass of enemies - and I say - "and a stray fireball from the that table" pointing at what everyone knows is the 10-11 table beside us "erupts at the edge of your battle, incinerating" drag most of the pawns off the map "a bunch of the enemy!". Heck, for a 10 second toss into the game - it added a "feel" of being part of a larger event.

(another point)
At several Multi-table events I've run Buffing PCs and always felt kind of short changed when I couldn't turn to the table beside us and "toss them a bone". Say I'm running a Cleric and I cast hero's feast, that would effect 1 target per level, and I only half use it. I'd love to pass the extra to a different table. Or as we are "gearing up" at the start of the event, have my Bard use "Triple Time" (again 1 target per level) to add an hour of +10 ft. movement to several PCs NOT on my table. Or a Witch with healing hex... just wander over to another table and say "anyone need any healing?". This would be cool.

The Exchange

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I want to thank everyone in this thread. I recently ruled this wrong in a PFS game I was judging at CogCon (not giving an animal companion the Inspire bonus) when I should have allowed it.

Now I need to see if I can track down at least SOME of the players that were at that table and tell them the correct way to do it.

The Exchange ****

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Casting my vote to start with First Steps 1.

First Steps 1, then Wounded Wisp, then Confirmation.

And I really hate to agree with BNW... even when I think he's right. Gah! now I have to go take a shower again...

The Exchange ****

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Mitch Mutrux wrote:

*Enters thread.*

*Looks around.*

*Drinks heavily.*

*Passes out.*

Yeah, time travel can do that to you.

2008 was back when PFS was... not yet PFS. They are talking about "new" stuff like Spiked Gauntlets, and running "Slot Zero" games... and judges didn't get chronicles for running games. Which were all called Mods.

;-)

The Exchange

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I can still remember my sisters first character. She was the very strong not so bright 1/2 orc and after her a couple games had saved enough money to by a Comp. Long Bow, for her high strength. We told her how to cost in Master Work, etc. ...

SO, in the middle of her first game after buying her new bow, combat starts at range and she's ready! She whips out her bow, and waits her turn.... It looks like it's going to be a long shooting match and someone asks if she has 2 quivers of arrows. Her expression was priceless..."you have to buy arrows too?!"

The funniest part was that she, herself, had actually shot competitively in Archery Competitions.

Scarab Sages ****

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sigh... ok, let's take a look at these.

0-14 The Many Fortunes of Grandmaster Torch:

- At this time Torch doesn't work for or with the Pathfinder Society. In fact, most of his experience with them has been when PCs show up at his home (while he is "in a bath") and demand he provide them with information (what he sells to make a living) for free. You know, "Cause we're Pathfinders!" (0-01 Silent Tide.) Behind the scenes Torch is using the PFS, as he would anyone who comes along. Much like the PFS agents do. Really burns when someone uses our own tactics on us.

1-45 Delirium's Tangle:

Again - At this time Torch doesn't work for or with the Pathfinder Society. Well, except for that "Hay, you need to give us this for FREE 'cause we're PATHFINDERS!" bit we keep pulling on him. Yeah, another chance for the "little guy" to screw the big company. GM Torch - Independent Information Broker. PFS - "Information? Hay - it's our's."

4-23 Rivalry's End:

SO - "know you can't just walk away from the Organization - it's not like you can just retire...". How the heck did the 10 get him to work for them anyway? I figure he was being blackmailed in some way, and once he got enough on the 10 to quit he did. And what's the last thing he says to the Agents?

"Thanks."

and the Shadow Lodge

"And especially to you, who enabled me to get away from the 10."

and he disappears (while many PCs try to kill him, 'cause, you know, "this isn't an organization you can just quit. We're not going to let you just walk away."

What other Faction lead has actually said "Thanks"?

Destiny of the Sands I and III:

After leaving the PFS, and running away to the edge of the world (well, really far from the "City at the Center of the World" anyway), while trying to put his business back together - who shows up? You guessed it. PFS agents. And what do they want? Why, free information again. Yeah, like that's going to happen. "Wait, if he wont give it to you free, remind him of XXX. He'll cough it up then." Yeah - blackmail him again...Seemed to work, sort of. Great organization we work for right?

I do notice there is no scenarios mentioned between years 1 and end of year 4 - during the time GM Torch actually worked as part of the PFS and you know, appeared in every scenario on the Faction Mission sheets if not in the scenario. You know, the Faction Missions that said things like "Be careful, this is dangerous".

The Exchange ****

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Tony Lindman wrote:

One of my seekers had to actively avoid any scenarios that included contact with him for his last 4-5 levels, after an incident that made him vow Torch would die if he ever showed his face again. I really didn't want to have to report that character as dead, but couldn't come up with any way he would ever see Torch and not attack on sight.

Out of game, I personally despise the character. I will be happy never to encounter him again.

And I (both in character and OOC) have a hard time understanding this. Clearly we have not encountered the same NPC.

The Exchange ****

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The killer for me on this is the fact that one or two PLAYERS are "correcting" the JUDGE on this. (Bothers me the most when I'm the Judge.) I normally have to pause the flow of the game and ask the player to "go check on that for me". The worst part is that they don't actually even understand that I am having them do an Aid Another check for my Knowledge (Rules). So they "drop out of the game" for the 5 to 10 minutes while they dive into their phone to "correct the judge" - checking rule books and board posts...

They have been taught that "It's the rule. No Aid on Knowledge Checks."... and it keeps popping up.

The Exchange ****

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Hilary Moon Murphy wrote:

Just keep egging me on, Nosig... See where that gets you!

Hmm

Ok, I'm not going to duck responsibility for this. And I'm not just parroting other peoples words here, they are all myna. No way am I going to chicken out of this challenge, no matter how fowl this discussion gets...

;-)

The Exchange ****

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you help organize a game so that your Alchemist/Wizard can swap spells with another players Wizard. As the rest of the PCs trickle in this seems to set the theme for the night.

Arcanist

Sorcerer

and

Sorcerer.

Yeah - your Alchemist (mind chemist) is the front liner, and the Healer... and the trapsmith... But heck, we've got arcane caster covered! Good thing we didn't face Golems!

The Exchange ****

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Hilary Moon Murphy wrote:

If you'd like another report, I can do that, Tony.

And yes... I love my bird puns. They give us all something to crow about.

Hmm

Well, we wouldn't want to be robin you of your bird puns.... It might be more than we could swallow.

;-)

The Exchange ****

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a minute or two with a prestidigitation will clean up most issues with dirt/bloodstains/horsesweat - and then combined with Masterwork armor/items of clothing (all Magic items are masterwork) should give someone a step in the right direction.

Then again, I actually met Sam Walton many years ago. He looked like a well dressed farmer... and drove an older pickup truck.

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