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FullStar Pathfinder Society GM. 1,056 posts (1,220 including aliases). 3 reviews. No lists. No wishlists. 13 Pathfinder Society characters.


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So, a related rules question:

If I went with a Daring Champion Cavalier, Champion's Finesse says:

At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feat prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites. This ability replaces mount.

Now, Slashing Grace says that you can take a slashing weapon, like a longsword, and treat it like a piercing weapon, but Slashing Grace requires Weapon Finesse.

Now, Champion's Finesse only gives you Weapon Finesse with a piercing weapon, so since the longsword is slashing to start with, would I be unable to take Slashing Grace with a longsword? Since I'd need the feat in order to qualify for the feat?

Why would a non-spellcasting dual-cursed battle oracle be a superior option, though? War-sighted does sound like it has some promise, though.

I've been invited to a Hell's Vengeance game by a friend, and I was thinking a Lawful or Neutral Evil knight-type character would be fun. The GM for this game is known to be ruthless, however, so I'll need to have a strong build. Here's what I'm considering so far, but any suggestions are more than welcome:

Tyrant Antipaladin
Pros: Smite Good and Fiendish Boon (weapon) should provide excellent damage, adding Charisma to saves will be good defense.
Cons: Smite Good will be useless against Neutral enemies, Touch of Corruption is flat-out worse than Lay on Hands, and Cruelty isn't much better.

Order of the Cockatrice Cavalier (Daring Champion Archetype?)
Pros: Challenge works on any target, Swashbuckler deeds will eventually provide similar damage bonuses to what I'd get from Smite.
Cons: Lower saves, Daring Champion kind of pigeonholes you into Piercing Damage, no spellcasting.

Infernal Bloodrager
Pros: Set my sword on fire (awesome!), perfect for the theme, spellcasting
Cons: Cool stuff is limited to when I'm raging, saves aren't as good as Antipaladin

Warpriest of Asmodeus
Pros: Spellcasting from the start, Sacred Weapon provides nice weapon bonuses/enchants, instant self-buffs, free armor enchants via Sacred Armor.
Cons: Lower damage/BAB than the other options, still no self-heal unless I go Dhampir

Everyone, I'm very sorry, but I don't think I can keep up with running this game. Things have been a bit hectic for me since my mother died in mid-June, and I honestly just don't have the energy that I used to. I hate to flake out on a game like this, but I'd rather not leave everyone hanging.

Voreni's steal: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

Voreni just narrowly manages to reclaim the contract from Wilhelm. With both Wilhelm and Blosodriette pinned, the group is able to bind up the Imp (the Fushi sisters offer to watch over the Imp, if you'll allow it).

We are now out of combat, and may make organization rolls. Sorry for the delay.

I think we've lost track of locations on the map, but since you were both in melee with the creature around the time this happened, I'd reason that you could study Wilhelm.

That said, Suggestion is not going to wear off in a couple of rounds, and the imp is not in control of Wilhelm; it's a compulsion. At the current time, he believes that the safest, most logical action is to destroy the contract and banish the imp.

To clarify what has happened in round 6:

Morrigan and Corian successfully pin the imp, then Wilhelm stabs it. The imp "suggests" that Wilhelm destroy the contract. Voreni presumably had been delaying his turn (otherwise he goes too soon to stop Wilhelm) and attempts to grapple him, but with a 13 does not succeed.

I'm afraid Wilhelm begins rummaging through his backpack to retrieve the contract...

Blosodriette grits her teeth as she wrestles against Morrigan, Corian, and Voreni, new wounds being torn open by Wilhelm's spear.

"I can do this all day too! So just tear up the contract and set me free! I don't actually care about whatever it is you're up to down here! Hell is a big place, I wouldn't even know who to tell about you! The only thing tying me to this place is that contract! Send me back to hell, or I'll kill all of you! Anything is better than listening to you argue over what to do with me! ARRRGHHH!"

On initiative 11 of Round 6, she will attempt to "Suggest" that Wilhelm destroy the contract. Wilhelm will need to make a Will save to resist.

To keep things moving forward, I'm going to assume that Voreni also assists, allowing you to maintain the grapple. The effective CMD of your grapple is now 17

Morrigan, Corian, and Voreni wrestle the imp to the ground. Valleria now has a perfect opportunity to full-attack the creature.

Valleria's Shield: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Valleria's Short Sword: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Unfortunately, while trying to carefully avoid hurting her companions, she misses the creature.

Apologies to Valleria if my math here is wrong; just trying to move us along to round 6

Yes, Morrigan resisted the poison. Also, you forgot to add in Corian's Bless spell for your grapple check. With the bless, you succeed :)

Morrigan dives onto Blosodriette and begins to wrestle with the creature. Wilhelm spears the creature while Morrigan is holding it in place, his spear still having some trouble piercing it's unnaturally thick fleshh. Still, he has drawn blood once more.

Blosodriette, not expecting to be tackled, now turns her attention to escape:

CMB to escape grapple: 1d20 + 7 ⇒ (8) + 7 = 15

That is high enough to break the grapple, but Voreni and Corian haven't gone yet, and any assist on this grapple would raise Morrigan's effective CMD

So to clarify, I believe we're now in Round 5, and Blosodriette will be visible until her turn on Initiative count 11.

The mistake was mine; I mislabelled the round in my post :(

Combat Map

Round 3: Initiative 11

Blosodriette reappears on a table next to Morrigan and attempts to shoot her with a dart.

Blowgun: 1d20 + 11 ⇒ (13) + 11 = 241 + 1d6 ⇒ 1 + (1) = 2

The dart sinks into its target, delivering the poison. Morrigan, please make a fortitude save.

Blosodriette is now visible to anyone going after Initiative 11. Anyone going prior to that may make a perception roll (hearing or scent) against her stealth:

Blosodriette's Stealth: 1d20 + 21 ⇒ (15) + 21 = 36

Initiative 11: Blosodriette deftly dodges your incoming attacks, including an attack of opportunity from Wilhelm when she takes a moment to invoke her magic and disappear from view again.

sorry about the delay, Valleria

Combat Map

Blowdart: 1d20 - 2 + 11 ⇒ (11) - 2 + 11 = 20
Blowdart damage: 1 + 1d6 ⇒ 1 + (3) = 4

A tiny dart hits Corian in the back of the neck, dealing 4 points of damage and poisoning him. Corian, please give me a Fortitude save. Turning around, you can now all see Blosodriette perched atop a stack of boxes behind him. It is evident that her wounds are gradually healing, and it is likely that she possesses some sort of unholy resilience.

You've made enough knowledge rolls to know that Imps have Fast Healing 2 and DR that can only be bypassed by Good weapons and Silver weapons. Mithril counts as Silver. They are also immune to fire and poison.

Blosodriette's stealth with +20 from invisibility: 1d20 + 20 + 21 ⇒ (13) + 20 + 21 = 54

The DC to detect her without using sight is 34.

Thinking quickly, Wilhelm is able to stab the imp with his spear before she fades from visibility.

Begin Round 2; when Valleria arrives she can post for both rounds :)

Blosodriette grits her teeth angrily, her tiny hands balled up into little fists.

"ENOUGH! If I could, I would have destroyed the contract myself to escape listening to all of you argue! I tried to be reasonable, but I'm not going back into a box to wait for you to trust me. DIE!"

Blosodriette initiative: 1d20 + 9 ⇒ (2) + 9 = 11
On her turn, Blosodriette becomes invisible.

Please roll initiative.

What Valleria is describing is basically what happened to the contract (and the Imp) already: the contract was buried in an unused area, and the Imp was trapped in that area, but able to move around and act. When the contract was moved to your base, she was trapped in your base.

Valleria sees that the floor is covered with dust, which has gathered next to the stacks of boxes; she might be able to gather up a handful and throw it at the creature.

Blosodriette gives the group an exasperated look and says "Jeez! Fine, just banish me then. Destroy the contract, at least that way I'll be free. Send me back to hell, I really don't care anymore."

Corian: 1d20 + 5 ⇒ (19) + 5 = 24
Morrigan: 1d20 + 8 ⇒ (9) + 8 = 17

Corian's knowledge of Planar magic and contracts tells him that while destroying the contract would not kill the imp, it would banish it back to hell. Imps, in general, do not have any ability to travel between planes on their own, so the creature would be trapped there for the forseeable future.

Corian detects Blosodriette's alignment as Lawful Evil, as one would expect of a Devil.

Blosodriette looks intently at Wilhelm and replies, "Yes, I want to redeem myself. Just give me a chance to serve you, and you'll see what I mean."

Blosodriette looks at Voreni with an expression of deep hurt, her eyes sad and her lower lip quivering.

"Please, brother, how could you be so cruel to one who shares the same tainted blood? Surely you must know the sting of the world's assumptions, of being forced into living up to them? I didn't ask to be an Imp; I'm as much a victim here as anyone is."

For the sake of simplicity, and because the immediate combat danger has been neutralized, I will assume that we are out of combat at this point.

" you already know, I can be tough to find when I want to be. I'm a better spy than anyone you have on staff right now. Frankly, I couldn't care less about your politics, so why wouldn't I serve you loyally?"

The wolverine cries out and dissolves into a wisp of black, foul-smelling smoke.

The horned creature, which Wilhelm recognizes as an Imp, lowers its blowgun immediately, its eyes wide with fear.

"Please don't! I was just trying to scare you away from the contract! I was trapped in that stinking hold where you found this stuff for centuries. Only one of the Sarinis can release me from the contract, but since you're holding it...I could serve you instead."

Round 1 Recap
Combat Map

22: Ignati thrusts his rapier into the enraged wolverine, dealing 4 points of damage.

22: Valleria leaps into action, narrowly missing the wolverine.

21: Morrigan produces a scroll and casts Shadow Weapon; meanwhile, Bacon indicates the general location of...something that the pig just doesn't like. It is common knowledge that animals are uncomfortable around fiendish creatures.

19: Corian casts Bless. Everyone has +1 to attack rolls, and against fear.

18: Wilhelm wounds the creature with his spear for 5 points of damage.

18: In an effort to reach Wilhelm, the creature goes into a savage flurry against the Fushi sisters, but only manages to claw one of them for 5 points of damage. A small dart flies towards Morrigan. A small, red creature with a single curling horn on one side of its head appears atop the boxes where Bacon had been pointing.
blowdart sneak attack: 1d20 + 11 ⇒ (6) + 11 = 171 + 1d6 ⇒ 1 + (5) = 6
Morrigan takes 6 points of damage. Morrigan, I will need a fortitude save; the dart was poisoned

11: Voreni slips into position and deals a dire wound to the wolverine with his rapier. The creature suffers 7 points of damage.

Tengu sneak attack: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 1d6 + 1 ⇒ (2) + (3) + 1 = 6
Forgot to add the bless; that makes it 12, which hits

Regular Tengu attack: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (1) + 1 = 2

The Fushi sisters go to work on the wolverine, giving Rexus cover to escape. Korva steps in front of him to protect him. Their knives do good work, dealing another 8 points of damage.

Forgot to resolve the wolverine's attack in the surprise round

Surprise Round
Wolverine Attack (with charge and smite:good): 1d20 + 6 ⇒ (8) + 6 = 141d4 + 5 ⇒ (4) + 5 = 9

The wolverine bites deeply into Rexus' neck, gravely injuring him.

enemy initiative: 1d20 + 9 ⇒ (9) + 9 = 18

The creature howls in pain as Wilhelm's spear digs into its flesh, and is now enraged. In a bid to reach the object of its rage, it begins clawing at the Fushi sisters between them.

Wolverine claw 1: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 4 ⇒ (6) + 4 = 10
Wolverine claw 2: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (1) + 4 = 5
Wolverine bite: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 4 ⇒ (3) + 4 = 7

The wolverine's savage flurry mostly fails to land, though one of the sisters takes a claw across her arm for 5 points of damage.

Voreni and Wilhelm were able to read the contract, and can confirm what Rexus was saying: it binds a creature called Blosodriette to the bloodline of the Sarini family. Wilhelm understands that the contract itself holds a great deal of power over the creature who is bound by it.

Voreni, go ahead and take your turn, since you've rolled initiative

Rexus looks up momentarily and spots you, then jumps back in surprise.

"Oh! I didn't hear you all come in. I think I know what's going on with this paper..." he says, gesturing to the blank sheet that you had found earlier.

"It has a strange magical aura, and I believe that the contents of the page have been hidden with magic. I have a theory about how to reveal it, but I wanted to wait until you were present before I went any further, in case this page is connected to whatever creature has been skulking around and forced Morgar to cause that collapse."

Once everyone has readied themselves, Rexus takes a deep breath and casts his spell. After a few moments, he nods and speaks a short, unfamiliar phrase, and the page comes to life, revealing a long set of text written in small, but still legible, script. Anyone who reads Infernal, or has Comprehend Languages active, can read it.

"It's a contract!" Rexus exclaims, "Binding a creature called 'Blosodriette' to the bloodline of the Sarini curious..."

Before he can say anything else, you hear the sound of magic being worked and a terrible, fiendish-looking Wolverine appears and charges towards Rexus.

Please roll initiative; if you have knowledge:planes you can also roll that for more information on what is happening.

Combat Map

You find Rexus deeper within the Wasp Nest, in one of the rooms that he had cleared out for use as a study. He is looking over a pile of papers with a look of intense concentration while the Fushi sisters stand nearby. He doesn't seem to notice when you enter.

"I'm glad to hear you met with success, but you'll want to lay low for a bit. I doubt the Dottari will come after you too much for hitting some mercenaries, but this won't pass unnoticed, either." Laria says.

"We haven't had any other accidents lately, but there have been some odd noises down here from time to time. You should talk to Rexus, he sounded pretty worried the last time we spoke. He's got the Fushi sisters watching that study of his, like he's expecting some kind of trouble."

Forvian takes a drink and coughs. "We'll be in touch in a few days. Count on it. We owe these Devil-dealers some payback, and Forvian Crowe always pays his debts."

Crowe and the other mercenaries make haste as they are able and file out of the building.

With bloodied weapons and armor, you take the back way into the Wasp's Nest, and send word to Laria of your return. As soon as she is able to step away from the cafe, she comes downstairs with a pot of coffee and a basket of pastries to celebrate your victory.

"Don't go tellin' me too much, but are you all whole? Did you manage to get to Forvian in time?" she asks, concern creeping into her voice.

Having decided against burning down the Salt Works, the matter of what to do with the rescued mercenaries is still present. The men look weak and are clearly in need of rest and likely some medical attention; they'll be of no use in a fight in their current condition, and likely would not be able to travel any further than the city limits.

Forvian Crowe speaks up, his voice still dry and raspy, though growing a bit stronger.

"I know we must look like hell, but don't worry too much about us. I've got a safehouse we can lie low at for now while we rest. But...if me and some of the boys were inclined to return the favor to you, how might we go about finding you?"

I'm sorry, I thought I had posted an update here.

My mother passed away last weekend; I will need a few days before I have time to continue with this game.

I will be out of contact for a little while, at least the weekend. I'm with my mother in the ICU.

The healthiest man in the bunch looks to be in his late 20's; his features are clearly Chelaxian, and he has a bushy moustache that has grown is growing into a rough, scraggly beard.

"I'm glad to say that we won't have to find out." he replies to Corian with a weak smile. "My name is Forvian Crowe, and you have my gratitude. I will tell everyone I know of what you've done for us."

Elsewhere, a brief exploration of the area reveals a back door that leads to a work yard enclosed by a gated fence, and a small building.

Valleria notices a small lockbox in the front office area, before she reaches the door. It is easily opened using one of the keys on Kossrani's keychain, and contains 67gp and 423sp.

Moving into the back area, you find yourselves in a storage area littered with barrels of salt. There are two doors immediately to your right; the first is uncomfortably warm to the touch, while the second is not. Following the directions of the surviving mercenary, you open the second door to find six men shackled in a room that looks like it was originally someone's office. All six appear dehydrated, and the room itself is dry and quite warm, presumably due to whatever is in the room next door.

"What kind of idiot would die for a pile of salt and a closet full of sellswords? You can have your honor, lordling. We'll see how much comfort it gives when it's *you* on the ground holding your guts in place." he says, wincing as he slowly rises to his feet and edges towards the door.

"Risking your neck for a few gold pieces is foolish enough; doing it for some god or king or whatever you're here for is lunacy. Good luck, you maniacs..." he says, dragging himself towards the door, leaving a trail of blood behind him.

Wilhelm's search: 1d20 + 4 ⇒ (1) + 4 = 5
Wilhelm lightly pats down Kossrani's cooling corpse, and finds a small ring of keys attached to his belt.

"We've got them in manacles, if that's what you're asking." the man replies.

I wasn't sure if Ignati was going to attack the last active thug, or take a 5 foot and go after Kossrani. Good point though; I'll remember this in the future.

The man points to the double doors at the back of the room.

"Through those doors, second door on the right. There might still be a couple of guys in the back barracks sleeping, or on their way back here for the next shift. It's just a job; tell them Kossrani is dead and there shouldn't be any need for more bloodshed."

Combat Map

23: Ignati cuts down the man protecting Kossrani's flank with a dignified swish of his rapier.

21: Voreni remains unsteady on his feet, carefully watching for any sudden attacks.

16: Wilhelm's attack on Kossrani does not succeed, but with so many incoming attacks, surely the dwarf cannot defend against them all...

13: Valleria slips behind Kossrani's defenses and slams her shield into his face, sending a spray of blood into the air. He staggers back, leaving himself open for the finishing blow, and Valleria delivers, thrusting her short sword into his neck and sending him to the ground in a bloodied heap.

10: Morrigan thoroughly intimidates the dying dwarf.

09: Corian groans, but manages to bind his wounds temporarily.

08: Kossrani is dead, baby. Kossrani's dead

The man who surrendered to Valleria remains seated on the ground, leaning against a table and holding his wounds. " said you'd spare me. Please, can I go?" he asks.

Combat has ended, unless someone wants to attack the white square, who surrendered a few rounds ago.

I'm still here, waiting for a few players to take their turns.

Fromper wrote:

Looking at the complaint fest of the Worst Pathfinder Feats thread got me thinking: what's the supposedly weakest feat you've ever taken? Or other character option?

I'm talking about the stuff that makes the other players at the table roll their eyes and assume you don't know what you're doing. Maybe they're right, or maybe you're just a mad genius. What's your weakest/weirdest PC option that you've actually taken for a PC?

Mine would have to be my PC in Pathfinder Society whose first feat was Skill Focus: Perform (Comedy). Sounds pretty pointless, right? But he's a gnome prankster bard who uses it for Versatile Performance, so not only does he use it for social skills, but it's actually a combat feat for him. It gives him a +3 to demoralize enemies, which was his "go to" move at low levels, before he had enough spells and performance rounds per day to have better stuff to do most of the time.

How about the rest of you?

I played a Halfling Rogue in a Pathfinder Core game. I took Weapon Finesse, and fought with a Mythril dagger. Surprisingly that rogue survived, and was reasonably successful.


Okay, I'll talk to the GM tonight when I see him.

I've been re-reading the Occult Adventures book, revisiting classes that I'd overlooked for one reason or another previously. I noticed that Mesmerists get a choice of two different damage prevention/mitigation tricks, and I'm trying to decide which one is better.

Psychosomatic Surge wrote:
Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist's level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

So, what I like about Psychosomatic Surge is that it's triggered by any damage, regardless of the source, and it's a "heal" that can be triggered from considerable distance. It's effective as a buff on melee, and also works as an insurance policy for soft targets (including the Mesmerist). The downside is that the wording implies that it applies the healing *after* the damage has been done, so it isn't really preventing damage, and technically it isn't healing it either. It's just a band-aid until you can find a real healer. You could get hit once, trigger the healing, and then never use those temp hit points if you aren't damaged again in the next hour.

Shadow Splinter wrote:
The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist's Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker's actual target. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced. This shadow doesn't require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can't be triggered if there's no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.

Shadow Splinter prevents damage and redirects it to another target in a manner that could possibly create infighting among the enemy. That's great! However:

1. It's only triggered by attacks, so indirect damage (traps, etc.) won't trigger it.

2. There is a will saving throw, so it could potentially not work (though the damage prevention happens regardless)

3. There has to be a secondary target in order to trigger the effect, and they must be in range of the original attack.

4. The damage prevention scales with Charisma, rather than character level, so progression will be slow.

Overall, Shadow Splinter appears to be tactically superior when it's applicable, but Psychosomatic Surge seems like it would apply in more situations. Which would you prefer?

kadance wrote:
You mention Agile enchantments. Does this mean you are forgoing using the Mind Blades themselves?

Ah, you're right. I forgot that Agile wasn't one of the enhancements you could put on a Mindblade :(

Thanks for the help, guys.


For reasons I no longer recall, at some point I skipped from -13 to -20 with my PFS character numbers. Well, a week ago I created a new character for a PFS game and tried to use -14 as the character number for it. It looks like it went through okay and the game was recorded, but now I can't create a character for it in my profile on the site, as the system auto-numbers all new characters after 20.

What should I do?

Combat Map

23: Ignati slips into position and attempts to skewer Kossrani's partner, but the man sidesteps his thrust.
Ignati, on the map it looks like you're flanking the thug with Valleria, not Kossrani in this case.

21: Voreni continues to defend himself.

16: Wilhelm slides into flanking position behind Kossrani, but the dwarf's shield deflects his spear.

13: Valleria's shield clashes against Kossrani's, throwing him off balance enough for her short sword to slide behind his defenses and cut him for 3 points of damage.

10: Morrigan unleashes the cold terror of the shadows upon Kossrani. The dwarf grits his teeth and stands his ground, but he is clearly shaken.

09: Corian falls to the ground, bleeding heavily from his wounds.

08: Kossrani steps over Corian's fallen body and swings wildly at Valleria
Kossrani's attack: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 101d8 + 4 ⇒ (6) + 4 = 10

05: The thug backing up Kossrani swings at Valleria, then falls back to avoid her counter-attack (5 foot step)
Attacking Valleria: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 2 ⇒ (6) + 2 = 8

Orfamay Quest wrote:
Charon's Little Helper wrote:
Orfamay Quest wrote:
You were hosting a banquet and needed six more servers, four dancing girls, two musicians, and three cooks? Most of the time, they would have been hired slaves. You arrived in a strange city and need to rent a villa for a few weeks? It probably either came with slaves owned by the (absent) landowner, or you hire staff for that period of time (and the staff are probably all someone's slaves).
Would the slaves have gotten the bulk of the $? If not - it would be more like renting them.
.... as is true of any temporary employment. What do you think happens when you call Manpower today and say "I need six more servers, four dancing girls, two musicians, and three cooks"? The bulk of the money still goes to the slaveowner contracting agency.

The bulk, but not the entirety, and the people from Manpower have the ability to decline work they find too arduous. If you horsewhip someone from Manpower for spilling your coffee, you're in legal trouble. I know we're all joking around here, but comparing temp work to slavery diminishes the suffering of people who are actually enslaved.

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