M Efreeti Lord of All He Surveys 10 (HP 79/85; AC 33 / T 11 / FF 31 ; F +11, R +6, W +8; Init +2, Perception +11, Darkvision 60') [dice=Power Attack]1d20+19[/dice] [dice=Slashing dmg]3d6+26[/dice] [dice=Fire dmg]1d6[/dice]
PC NAME: Husarq al-Shamir, Lord of All He Surveys, Master of Bayt Shamir in Fommok Mahdinat, the City of Brass, Father a Thousand and One Worthy Sons
PC FACTION: The Lord of House Shamir does not deign to align with any petty mortal faction. His one weakling bastard son, Mareq ibn Bolthune, begs favors of the Liberty’s Edge faction within the Pathfinder Society, like pathetic wretch that he is.
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
@GM Qstor - It is not exactly clear to me at least where the party is from the box text. We are in a room and clearly near the tomb but are we in a settlement where we might be able to buy something or are we on a boat?
@GM Qstor - It is not exactly clear to me at least where the party is from the box text. We are in a room and clearly near the tomb but are we in a settlement where we might be able to buy something or are we on a boat?
It's not 100% clear but you can "buy" stuff on Benarry's boat - any mundane or alchemical gear, in addition to magic items with a cost of 2,500 gp or less
We are outside a major city. Can you spend PP on items without incurring the additional 5 PP cost? I have no idea what they say in the scenario as it is a very odd starting spot.
When a scenario begins at a remote location, there's often a note about what provisions are available at the site, sometimes with limitations. That information is usually contained somewhere in the 'Getting Started' section that kicks off the adventure.
Might be worth taking a look there. (I think Oberon is good-to-go, though.)
I just had a look at the guide. In a settlement of less than 5000 people you need to add 5 to the PP cost of any PP purchase. So unless there is a special provision in the scenario I recommend using gold to pay for items.
I will be making a few purchases on Benarry's boat latter today. I suggest we plan on entering the tomb soon.
Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Mage of the Wyrmkin wrote:
I just had a look at the guide. In a settlement of less than 5000 people you need to add 5 to the PP cost of any PP purchase. So unless there is a special provision in the scenario I recommend using gold to pay for items.
Good point about PP. Mareq will buy the ghost salt using cold hard coin.
I'm relatively new to the group, so I don't necessarily get the role-playing dynamic you're all accustomed to.
To an outsider, it seems like we're rapidly skidding off the rails into a potential 'it's-over-before-it-starts' situation with Husarq. But I could be missing something, too.
I'll defer to those of you more familiar with the PC team, the players, and the GM.
I don't think that this sort of banter really has any sort of game impact. As long as the character does not do something outrageous it is likely to be overlooked by the Venture Captain. At worst she would just walk off disgusted with his behavior.
The VC is well in her rights to boot the PC out of the adventure but I really doubt it will get to that point. Of course I have been wrong in the past so we can just watch and see where it will go.
I think we have to be very careful about conflating player and character actions as well. I am very tolerant of characters acting badly and very intolerant of players acting badly if you can see the distinction.
As we navigate the dungeon, we should consider an SOP for movement:
Before entering a corridor/hallway, etc, casters detect magic/evil, etc. Then the Party's Take 10 Perception checks, with the added benefits of anyone's Trap Spotter or similar abilities.
Suggested SOP when approaching a 'door' and clearing a room:
1. Party Perception checks to detect traps and anything beyond the door.
2. If trapped or locked, Disable Devise check.
3. One of the beefier types opens the door.
4. Casters detect magic and evil.
5. The party enters in march order.
6. Party Perception checks within the room.
My character's Take 10 perception check is now 37 or 39 to find hidden objects or doors. That is probably the best we can do.
We can assume that we are going to checking for traps on every door.
If you want Detect Magic up then simply concentrate on it while you are adventuring and drop it in combat. That way it will be included with the Perception checks and save time in-game as well.
Proposing it for discussion, so we can streamline play a bit, rather than use a day's worth of the team's individual posting to make frequent checks, when the GM can roll it per the SOP when appropriate.
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Sorry, but what is SOP? I have never heard that word in a Pathfinder gaming environment.
Overall I think it is good enough to consider we check doors and traps before opening them. If the GM does not think take 20 or 10 is applicable on a certain circumstance he can make the Perception roll if that is meaningful. Same thing for detect magic and other stuff. There is no need to overload the GM, or anyone else for that matter, with extra tasks unless it is meaningful.
On that sense I feel good on assuming take 10 as you are proposing Oberon. It seems an effective way to ease up posting time.
Male Dwarf Ranger/1 Inquisitor/8 (Tot Lvl 9) | Init +14 | AC 15 tch 12, ff 13 | HP 36/77 | Fort +13 Ref +9 Will +16 | Bane 3/8 | Judgement 2/3
I would like to add to the SOP that Hubbub will carve a Glyph of the Open Road every 30-ish feet or so to track our route/progress. He has a magical, adamantine blade.
Male Dwarf Ranger/1 Inquisitor/8 (Tot Lvl 9) | Init +14 | AC 15 tch 12, ff 13 | HP 36/77 | Fort +13 Ref +9 Will +16 | Bane 3/8 | Judgement 2/3
ROFL!
Hubbub considers the suggestion, seriously pondering it for a moment: "Naw. They ain't worth it if they ain't elves. And if'n they's elves, they ain't no foes o' mine."
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
M Efreeti Lord of All He Surveys 10 (HP 79/85; AC 33 / T 11 / FF 31 ; F +11, R +6, W +8; Init +2, Perception +11, Darkvision 60') [dice=Power Attack]1d20+19[/dice] [dice=Slashing dmg]3d6+26[/dice] [dice=Fire dmg]1d6[/dice]
Mage of the Wyrmkin wrote:
@GM Qstor - Could you make the map editable by everyone? I see it as view-only now.