Palaveen

Airrin Flynn's page

14 posts. Organized Play character for FavoredEnemy.


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If your dealing with a terrible GM, quit. It's obvious his actions upset you, and will probably continue to upset you. You don't have to play in his game. Just like he doesn't have to run it. Nobody gets paid for their time and effort writing, prepping, planning and running adventures for players. They do it because it's fun. When it stops being fun, it becomes work, unpaid work. If my job didn't pay me I'd quit.
So you really have 2 options.
1. Come to an agreement and put it behind you and continue playing and have fun.
2. Quit. Just leave. Don't be a jerk, don't go off, and don't try to get others to leave with you.

Then you will have free time to GM a game the way you feel one should be run.

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I don't see anything wrong with limiting item drops if your party is ok with crafting. Just realize that if your group consists of a fighter, sorc, cleric, and barbarian they may not have the skill points to dump into the craft skill.

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I've only run an AP and a few one shot scenarios, but I generally will change some of the loot drops to better fit my players themes. If something drops a +1 longsword, then I see no reason as to why I can't change it to a +1 kurkri for the rogue. Also I let my players (and in the few games I'm in) have a wish list. This acts kinda like a grocery list in that the PCs aren't forgetting anything in town and it helps the GM better tailor drops. Don't give them everything they want though or you will find they will be way to OP.
Sometimes I will have random drops of things they will need in like 3 sessions. Say, I know they will be going against something that will disease, poison, or do ability damage. I might drop a couple potions or scrolls of remove disease or poison, possibly a wand of lesser restoration with 10 charges or something. Especially if the group is lacking a cleric.
Once the players see that a few times, you can use it to scare them and just drop some of the same items and they keep expecting similar enemies and never drop them on them :P

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Well if I was evil I would take family members hostage to turn the skilled townsfolk into slaves to make me new shiny gear. Of course that would be after I killed all the non important NPCs to prevent a rebellion. Or I would ally myself with the local evil monsters to be taskmasters over them. Or I would spam charm person on them and make them all my besties and get them to do it. Or just kill everyone and take their crap.

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Count Coltello wrote:

I was joking about calories (internet is bane of sarcasm lol)

most of this isn't going down mostly looking what to do for campaign where not people to sell to?
!
Or do I just add 'refugee' camps that they can sell to few and far between type thing

Other idea I had was most of good guts are in a nother plane ((or demiplane or different continent)
So maybe a companion or npc that follows em or shows up when needed to sell or buy things

I really not trying to make this difficult just thematic (think that's right word)

Lol I gotcha I was just giving you a hard time.

Seriously though half the fun of adventuring is making your character more boss mode, and equipment is one of those ways. I was recently in a game where the only item that I had in my inventory (at level 5)was my own wanted poster. There wasn't 1 wand or healing potion among the entire group. It was terrible once my spells were used up my char was pretty useless. The martials would have fared better if they had proper weapons and armor adequate for their level. Nothing is worse than going into a town and not being able to purchase anything because you are so poor. Well except maybe killing a bbeg and he drops no items -_-

While it may seem fun to challenge your players, it gets old real fast and they begin to feel powerless getting stomped by things they should be able to smash at 2nd level. That game I was in is no more due to two rage-quits in one session.

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Count Coltello wrote:

Right so just simplify it and say a animal a day and they good or one every two days or just ignore the fact that food is important lol

I mean I want each adventurer to count calories ... how many calories should am adventurer eat? Lol

I see what u did there :-P

However I will still entertain u. A good gauge of caloric needs would be based off of age, gender, lean muscle mass and activity level. A normal human 1800-2400 calories per day at a normal activity level would be sufficient. Arnold Schwarzenegger in his prime consumed up to 10000 calories per day. That's a lot of pheasant.

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Count Coltello wrote:

They don't like me over there and this place is so much nicer and I need advice on... *stuff*

Lol wasn't sure where to put it since I was technically looking for advice on how to do this lol but if someone moves it guess that would help

But back to business how much meat can you get off a dead "thing"?

What size "thing" would it take to feed a party of 2 with a good roll?

What size for a bad roll?

Well realistically a portion of meat is 4oz,three meals a day. That quantity can change depending on caloric needs of the adventurers. Also there would be a time factor dependent on environmental conditions as to how long the meat would last without spoiling, unless it was stored, preserved, or prepared. Seems like a lot of things to keep track of.

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If you do decide to make them gather resources and craft to create better items take into account that encounter CR is also based on the assumption of avg WBL.

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Count Coltello wrote:

Oh ans earlier I mentioned this would help them not murder hobo... technically if they could sell/trade/use any and all parts of a creature wouldn't that promote the sacred art or hobos of the murdering veriety?

And they wont be able to sell more as barter so not really professions either...

Sorry if I'm confusing

I was making a joke, I couldn't help it. Would your group be OK playing pen and paper mine craft? It just seems like micromanaging resources might become tedious after a while. You could always let them take craft(corpse), OK sorry last one :-D

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There is only one profession PCs should ever take..... Profession(murder-hobo) max ranks.

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If they are taking down a bbeg 3 levels earlier up the CR of the encounter. Alternatively if you give them 3 options and they go a different path, just run the encounter.

GM: "Ok you killed the gnoll encampment good job guys, back to town?"
PCs:"No we're going to wander around the woods and see what else we can kill."
GM:"Ok you guys run into the bandit camp that was listed on the board."
PC's:"Cool after we beat that we're going to continue going through the woods."
GM:"These woods are a dark and treacherous place. Are you sure?"
PCs: "Yeah this is a sandbox game so let's do it!"
GM: "Ok you happen upon a +6 CR encounter. Roll for initiative"
PCs: "Crap! lets get out of here! These woods are dangerous!"

Not everything in the world is beatable or at their level.

Just keep encounters prepped, the same bandits in the woods can be a gang of thugs in an alley ect.
If they still stray too far give them missions with time limits.

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I completely agree with MrSin. Be upfront and honest about possible game breaking situations.
I am in a homebrew game and the GM allowed keen and improved critical to stack. I'm TWF with keen wakizashis right now (level 6). I told him out of game that I planned on taking improved crit and that my crit range would be 12-20. So basically if I hit its a crit, and how broken that would be especially since he uses the crit deck. He was surprised and grateful for my honesty.
I may have hurt the power level of my character but in the long run it will make for a better game and there will be no ill feelings at the table.

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I don't think UABS was asking for home campaigns since he stated he doesn't allow charm spells at his table. The problem lies when running or playing PFS.
If someone builds a legal character and has played under a GM previously with one set of "GM discretion" and for whatever reason takes that character to a different location or a new GM steps in with their own set of "GM discretion" who is correct? Without definitive errata this is going to be a continual problem at the tables.
Using the argument of "kill your family" is obtuse. Evil characters are not permitted in PFS play, and that is definitely an evil act (I don't care how you justify it).

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Davick wrote:

I understand why they have 4 skill points, to make up for higher combat power but it really needs to be 6.

I'm liking the look of this one so far. The abilities went together nicely from each class, and it looks effective at what it does.

I have one BIG complaint and one suggestion:

Complaint: Why does the investigator gain access to all rogue talents while the slayer doesn't? That just doesn't seem right.

Suggestion: New Slayer Talent: Slayer Combat Style Talent. Can be taken multiple times to gain a feat from a chosen ranger combat style. Must have to select Improved Combat Style Talent which would open up the 6th level feats and must have at least one of each to get the advanced talent: Greater Combat Style Talent which would open up the 11th level combat style feats.

I agree completely. I don't understand why the Slayer class has LESS than both the contributing classes? At minimum it should have 6. I was also hoping for some sort of combat style feat on this to maximize the halved sneak damage. The slayer talent idea is a good one.