Forest Drake

Daedalaman's page

* Pathfinder Society GM. 138 posts (143 including aliases). 1 review. No lists. 1 wishlist. 34 Organized Play characters.


Shadow Lodge

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commenting so I can find this later

Shadow Lodge 1/5

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My wife and I have been living in the Odenton, MD area for about a year now and have been having trouble finding a PFS group that meets on weekends. Most of the groups we have found are weekday groups and due to work schedules that is unfortunately not doable for us. Can anyone point me towards a weekend group in the area? I hav already sent a pm to a venture officer in the area and gotten no response.

Shadow Lodge 1/5

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My personal favorite item is Seducer's Bane.

Ultimate Equipment wrote:


Seducer's Bane

Price 9,900 gp; Aura moderate abjuration; CL 6th; Weight —

This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood.

The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. Seducer's bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective.

Construction Requirements

Cost 4,950 gp

Craft Wondrous Item, detect magic, magic aura, resistance, creator must have 3 ranks in Sense Motive

Shadow Lodge 1/5

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I also understand that not all players will use it as a learning experience and continue to not get the necessary items, but if that happens the and both players end up at the same table again and the situation repeats itself, the giving player has the option of not giving him the item.

Shadow Lodge 1/5

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I think the part of this that everyone who is complaining about is overlooking is that its completely voluntary, or at least should be.

Player A voluntarily buys the item.
Player B needs the item or will die.
Player A decides the death of Player B is not conducive to a good game, so voluntarily uses the item he bought.
Player B decides he's super thankful to Player A so voluntarily pays to buy Player A a replacement for the item used to save his life.

There should be no "you have the item so you have to use it" or "I used this item on you so you have to pay me back" or any variations on these statements. That should fall under the "Don't be a jerk" rule. Player A doesn't have to use the item. This is just like it is now. Only with the rule change Player B would have the option to pay back a kindness done to him if he doesn't want to be a freeloader.

Shadow Lodge 1/5

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Michael Brock wrote:

Which then leads me to my question I asked earlier. How did faction missions make a person roleplay their character to become more familiar with their faction or feel one with their faction? I am not seeing it, and when I have asked this...

They let you get to know the minds working behind the factions better. For example, I know that Paracountess Zarta Dralin is (or was) a little bit kinky. When you don't see your faction leader every scenario you don't get to know what members of that faction are like. Without the faction missions, when you actually see your faction leader it takes longer for it to click that the person you are talking to is the leader of your faction. With the faction missions you knew when the person sending you out was your leader and you feel like you should interact with them more than when they are some random person reading you box text. In getting to know the leaders, you are getting to know the faction and in getting to know the faction you are getting to know your character. At least that's my answer. I may not know exactly what my faction mission was from five scenarios ago, but I know that Zarta asked me to do it for her and that afterwords she made me feel special. The faction missions made you feel like you were actually a part of your faction instead of just another pathfinder.

Shadow Lodge

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Also, humans are freakishly boring. I try not to play them usually. I am a human, why would I want to pretend to be one when I have the option to play a gnome or an elf?

Shadow Lodge

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"Fee-fi-fo-fum,
I smell the blood of an Englishman"

Shadow Lodge

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How do oyu play a rogue and have fun? Roleplay. Seriously, they may not be the best for combat or skills as some of tghe others have pointed out, but its a heck of a lot of fun to be the lying, stealing, smooth talking, pickpocketing guy that everyone loves to hate.

"I want to steal his pants."
"Why do you want his pants?"
"I don't I just want to see if I can steal them."

You've got to play it up so that even when you do poorly in combat you can still make the gameplay fun for everyone. Combat is not the whole of the game.

Shadow Lodge

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Iammars wrote:
It sounds like it would be a really weird story for 2's. "Yeah, I've already been on a couple missions for the Pathfinders, but now I'm really going to become one!"

That would be for the pathfinders who received field commissions instead of the ones who went through the three years of training.

Shadow Lodge 1/5

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Mad Dog Barbarian. Raging Owlbear at level 4. Can take any animal companion.

Shadow Lodge

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I actually know the creators of this product, and the lead artist was actually a good friend of my stepfather. Its a fairly interesting game and has a 3.5, 4.0, and pathfinder compatible version. I've been interested in getting a game off the ground for awhile now. I own a copy of all three and got the pdfs through a special promotional deal they ran at Norwescon.