GM Engleaktig
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All. In my zeal to be all inclusive, I allowed 8 players into the game. My sincere apologies, but we need to split into two tables.
The following players should continue to use THIS thread for game play.
1. Serwe – Wayang Witch
2. Harrow – half-orc Cavalier
3. Tacitus – Human Arcanist
4. Arrack – Human Barbarian
The following players should go over to the NEW thread for game play.
1. Sir Dydimus – Halfling Bard
2. Opal-Alchy – Elf Alchemist
3. Van Potter – Gnome Arcanist
4. Alek – Human Hunter
Again, sorry for the kerfuffle. :-)
Van Potter
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Dotting here also. Once we're all settled, could you set our characters as inactive in the other thread to make it easier to track on our campaign pages?
Alek Stormcrow
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Hey Engleaktig... how do you handle animal companions, especially extra intelligent animals (Int of 4)? I ask, because I know some GMs allow the players to direct the ACs without handle animal while some others direct the AC and require the usage of Handle Animal.
Alek Stormcrow
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It is mostly a combat question I suppose... Whenever I want to have Cinder move or use an additional trick, do I need to specifically direct him using a handle animal check? Or would he have a better understanding given his higher intelligence?
Also... would it be possible for you to add an icon for Cinderpaw? Please and thanks! :)
GM Engleaktig
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Sure! I've added an icon for Cinderpaw.
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Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.
Because Hunters are new, I'm going to let you change Cinderpaw, if you want. Please let me know what "general purpose" things you want Cinderpaw to be able to do in combat. You can have him do those things as a free action and trade out an equivalent number of tricks.
Looks like he has 13 tricks. If you want him to be able to do a 14th thing, that would require a handle animal check to "push" Cinderpaw. Thus it is a Move action. But, you should explicitly list those 13 things.
Sir Dydimus
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Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy.
The way I've always understood if a tiny or smaller creature enters your square it provokes twice:
Once for leaving a threatened squareSecond for entering another creatures square.
Taking a 5ft step only negates the first AoO not the second.
| Evan Whitefield |
GM Engleaktig,
just sway that you are a "Venture-Lieutenant, Massachusetts—Boston". You should swing out to NY for Council of Five Nations in October.
Alek Stormcrow
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Sure! I've added an icon for Cinderpaw.
____________________________________________________________PRD wrote:Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.Because Hunters are new, I'm going to let you change Cinderpaw, if you want. Please let me know what "general purpose" things you want Cinderpaw to be able to do in combat. You can have him do those things as a free action and trade out an equivalent number of tricks.
Looks like he has 13 tricks. If you want him to be able to do a 14th thing, that would require a handle animal check to "push" Cinderpaw. Thus it is a Move action. But, you should explicitly list those 13 things.
First off, thanks for adding the icon!
My understanding with the purposes is that they simply allow the PC to attempt a single Handle Animal check to teach their companion all the listed tricks for that specific purpose. In other words, if Cinderpaw has already been trained in the Attack trick, he doesn't need to know the Fighting Purpose to be able to attack in combat.
I've also got all of Cinderpaw's tricks listed in a spoiler tab in my character sheet. I'll repost them here to make it easier for you to check.
Standard Tricks
• Attack, All (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
• Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
• Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
• Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.
• Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
• Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.
Skirmisher Tricks
• Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.
• Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
• Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.
• Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
• Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Alek Stormcrow
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Oh! Okay, I think I get what you're saying. So I can select any 13 tricks that I could command Cinder to do as a free action. Any other tricks would require a Push Animal check. Did I get that down correctly?
For instance if I select Flank, I can command Cinder to flank/attack any enemy I indicate?
Alek Stormcrow
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Gotcha! Ok thanks for the clarification. I'll look over his tricks and much sure those see the ones I want to stick with!
Alek Stormcrow
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Okay, I decided to switch out Sneak for Come... started thinking it might be a good trick to teach to make sure he'll follow into areas he normally wouldn't. You never know when you'll run into an area old wolfie doesn't like. Other than that, going to stick with what Cinderpaw has.
Sir Dydimus
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Who amongst you have the courage and cunning to brave The Cave or Death! Six months ago, while I was exploring the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find any sign of the gillmen.
What mysteries lie undiscovered inside, what horrify dangers await? As pathfinders it is our privilege to to risk our lives to answer these questions! And so it is my great honor to inform you that I have been given permission by Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, to head up an expedition to the delve the wonders of The Cave of Death! If you dare join me on this adventure, make sure your affairs are in order and meet me in 1 week where it all began!
Recruiting for a slightly tweaked 'Conformation' where Sir Dydimus will be taking the place of Janira Gavix (I'm using her stats just role playing it as Dydimus). We'll start after this game finishes.
Sir Dydimus
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This is a perfect opportunity for fresh young pathfinders like yourselves to make their mark! That is if you survive...
1st & 2nd
Sir Dydimus
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The Pathfinder Society fully supports this mission and you will receive all the glories that come with accomplishing it.
It will be for PFS credit
Alek Stormcrow
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I'd likewise love to join you! Debating between bringing along a Flame Oracle I have, or a magus Bladebound/Kensai I've been contemplating...
Alek Stormcrow
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Bah, I'm just going to bring Alek along... I'm having too much fun with my hunter!
In other news, do walls block line of effect for Channel Energy? For example, if Alek were to step back into that nearby alcove and the nasty cleric channeled again in roughly the same area, would the effect be blocked? Or can Channel Energy go through nearby walls? (Hopefully not for the poor folks inside those buildings... lol)
| G.M.E.W. |
All,
I've created my Confirmation campaign. I'm thinking I'll open up Game Play tomorrow for introductions and start the adventure on Monday. Feel free to post over in the Discussion Thread.
Alek Stormcrow
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Day Job: Profession (Woodcutter): 1d20 + 6 ⇒ (4) + 6 = 10
Good call, Van. I almost forgot about Day Job roll!
Sir Dydimus
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Preform: 1d20 + 7 ⇒ (16) + 7 = 23
Sir Dydimus
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Van, are you joining us for Sir Dydimus' Confirmation?
Caranthir Silverhand
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Engleaktig, did you say you were running something else after this? If so, Caranthir would love a spot. :)
Alek Stormcrow
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Hey, Engleaktig... If you'll have me, I'd like to try out a Dark Tapestry oracle in your upcoming game! My heavens oracle is about to bite the dust in my Defenders of Nesting Swallow game... So, I'll be trying out something a little different! :)
Van Potter
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@Mari, PbP Gamedays occur during a set time period allowing those players and GM's who participate the chance to earn boons given out at conventions. PbP Gameday 3 is scheduled to start in November and will probably run 3 months if it's like the previous Gamedays.
They are coordinated by the online Venture Officers and GM's have to sign up in advance to run them. Once GM sign up begins, you'll begin to see a number of recruitment threads open up looking for players.
Sir Dydimus
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Thanks! And Thanks again for running!
GM Engleaktig
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Sure! Happy to play. Glad you guys enjoyed yourselves. I've also reported the game, so it should show up on your sessions list. I'll leave this campaign "open" for another day or two--in case anybody needs changes/updates to their chronicle sheets. Then I'll post a link to Godsmouth Heresy and close this out.
Alek Stormcrow
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Hey Engleaktig, can you put Alek down for purchasing a Darkwood Shield (257gp) and a Longbow (75gp) on his Chronicle Sheet? And he will be selling his Heavy Wooden Shield and Shortbow (18.5gp)? He will also purchase a Wand of Cure Light Wounds with his 2 Prestige Points. Thanks!!
Total cost would be 332gp in purchase and then 18gp5sp back in sales.