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You have to keep in mind that every round is 6 seconds, and attacks and movements aren't just a slash or a step, but a more complicated set of jestures that end up in a particular result. Triggering an AoO means you are trying to attempt something complicated that requires your attention so much that you open up your guard while trying to perform it. Hence the AoO happens before the result of the action, not actually the action itself.
If a character takes a "move" action triggering AoO, and she gets tripped, the movement is negated, and the character is prone in the square she was trying to leave when she triggered the AoO.
Similarly I'd say: a character that "attacks" with a weapon and is disarmed by an AoO loses her action.
Better yet, have the minions remove the planks at the far end of the bridge, and then cast silent image on the bridge showing the flooring intact.
Same effect, one less spell.
Situations may vary a lot, usually rivers are borders, if you don't build bridges you can't cross, at least not easily, so somebody may argue that you don't control the other side of the hex
Sorry, I missed last map, Yeah, that should be feasible. Murak has the Zephir horse shoes, so difficult terrain shouldn't be a problem
While the concept could be fun, I reckon Pathfinder is not the right system to go with. It would be like playing a card game without knowing the rules. You might want to look for a narrative rpg system.
In Cyberpunk 2020 the rule was that too much implants would drive you crazy, you begin being a sociopath with murdery behavior and special corps police would hunt you down

The concept of permanent damage is interesting, but also quite out of place with the d20 system, specialy fantasy derivates.
It should be something finely balanced that occurs seldom, and takes in account the group and style of play. In a dungeon crawling, combat heavy, build optimized situation players would prefer to let the PC die and roll a new one. Longer campaigns, sandboxes, storydriven adventures the PC could manage a big setback.
From a mechanical point of view instead of working around hp, that are an abstraction where taking damage it doesn't mean wounded, it could be built around dying.
Something on the line: each time a PC drops below 0 hp is at risk of permanent injury. If, while trying to stabilize, he misses one roll for more than ten he gets a permanent injury, depending on how many he misses the injury is bigger (one miss = scar, two misses = lost finger...) if he dies he gets a major injury like a severed limb.
I reckon only death should carry a permanent ability loss (as it was in previous editions) otherwise player wil found themselves very penalized.
I am in favor of making them stack, following two different reasoning.
you can see it this way:
The ruling in the weapon description says that you do not deal sneak attack while garroting, but then you acquiring the feat you gain the ability to deliver also the sneak attack damage.
Like Silent Spell, you can't cast spells without talking, but with the feat you learn how to do it.
or you can choose to see this other way:
garroting somebody requires a grapple check, and in every respect, the situation the two opponents find them in is like an unarmed grappling one. Now you can deal the garrote damage, plus as a swift action you can deal the sneak attack damage, is some other way. The feat doesn't actually say you need to strangle with your bare hands, and you do not need your hands free. For all we know a Strangler could use his feet.
Well, I would say so:
The original item has three charges a day so its cost should be already 3/5 of the real price. Which should then be: 16k multiplied by 5 and divided by 3 = 26666
Yours should be one fifth of that 26666/5 = 5333
Not exactly: "Magical tattoos are treated as slotless magical items for pricing purposes."
So basically they cost double, in your case 16k
Edit: ninjed.
If you want 1 charge per day you need to divide your price. By 5/1=5
If there is still place, count me in.
Well, I don't intend to go PvP. I am trying to role playing my character and imagine what he would do. As I said, It is a back up plan in case things go south. I think such fore-planning suits an high intelligence wizard.
I know wizards can go different ways to sway people and party members, but I was trying to fit this plan in the tattoo thing, since that is what my character does and party members are offering themselves to undergo the process.
From Core:"Cursed items are almost never made intentionally". I read that as implying that sometimes they are made intentionally.
So, back to the question: any idea of what sort of effect would be smart to create?

I recently joined a campaign and I rolled a LE wizard that can inscribe magical tattoos instead of making wondrous items.
The other characters of the party are not yet aware of his alignment, and he has no reason to be mean to them.
Seeing him creating a magical tattoo, other members of the party have asked if they can get one too. Provided the right compensation my character is willing to do it, and maybe he can get a hidden advantage in the process.
My idea is to put a curse on the tattoo as a back up plan.
Let's say the big fighter wants a tattoo to fight better, as long as he hits my character enemies that is good, but what happens when he finds out my character is not a good person and tries to attack him? I don't want that tattoo to help him in the beating, maybe some kind of effect can be put on the tattoo, that can activate when needed like "-4 Will save", or that work just when my character is targeted.
I need some ideas of what can be done and how much would such added effect cost.
Any reference is well accepted, but the GM is quite new to the game and uses only Core and APG, so, although a good RP idea, I don't want to stretch the rules to much.

Well, I can't answer every each point made in the discussion without being very boring so I'll try to summarize.
First of all I'll thank everybody for taking time to bring your opinion to the table. I'll surely read the GitPG article, and try to find out more about Necropunk. I know already Bunring Wheel and also "A Song of Ice And Fire" rpg has such a system.
Somebody thinks the problem is mechanical-based
Diplomacy lasts for few hours, and that is the reason the PC has to go back every day to nurture the relationship and have things done.
The bargain system doesn't apply here because is not an unique or "important for the story" item.
I understand that on the long run it could lead to balance problems, but my point is that this should be fought not forbidden. Arm robbery and fraud are both punished with jail, unless the target is a mobster, then you risk your life.
Other are concerned that it is implausible.
I don't agree that only commoners can be scammed and diplomacy can get max 10% discount.
The whole point of a con is to target someone with a lot of money (or a lot of people with little) and big CEO are the preferred targets.
When I go around I see a lot of 10% sales, even higher, and that is not because I have sweet talked the shopkeeper, I haven't even been inside the shop. 10% is what normal people get so they are lured to the store.
For a small company doing a small job without gain, or even in loss, for a big customer is quite a common practice. It's a gamble they take hoping that they will be called for the next big project, or maybe for the publicity they gonna get.
When I introduce this "Diplomacy trick", GMs react negatively because, as I pointed out already, it seems there is no way they can counterbalance it. When I hear "Diplomacy will get you 10% discount, tops" I feel the same: a first level character can kill goblins (maybe), intimidate grannies, and maybe get a 10% discounts. If he maxes out BAB, Intimidate and Diplomacy he will kill dragons, scare the hell out of terrasques, and get 10% discount. Basically there is no point in putting more than a few ranks in Diplomacy anyway.

I'm having a beef with my GM regarding various uses of diplomacy, and charisma based skill in general, because he thinks that they will unbalance the game.
In this topic I posted an example of such a strong use of Diplomacy.
Long story short: in a week of daily encounters a character (level 9) can sweet talk a wizard into selling a 2k gp worth item for the cost of the raw materials.
Opinions on whether this would be legit vary, but what is unanimous is:"At my table, I won't allow it."
Is that really that strong it should not be discouraged but straight forbidden?
I gave it a thought from a different angle.
Angle 1
Could a Rouge (level 9), specialized in burglary, break into a wizard (level 5) shop and steal what he wishes?
I haven't run the numbers but if I were a 5th level PC wizard, and the master threw at me a ninth level rouge sent by some bad guy to steal my belongings, I reckon my chances look pretty dim. By analogy, in a night work, the rouge PC can have a 100% discount on everything he manages to throw in his bag of holding.
Angle 2
What about a wizard: can he, through charms, illusions, suggestions, do the same?
There are probably a dozen ways.
So, with some preparation and the right tools, or the cover of the night you can, in a few hours, get 100% discount on everything, against the 50% on a single item, and a week dedication using diplomacy.
Still diplomacy is seen as too strong.
Angle 3
Would it be possible, in real life, to do something similar?
Most of the famous and rich people are charismatic types that get things the way they want, and they don't hat the +20 Diplomacy some PCs can muster.
And what about conmen? Have you ever heard of Frank Abagnale, Charles Ponzi, Joseph Weil, Victor Lustig? Just to name a few. They were artists, they didn't just made a living with other people money, but a great one too.
People who can sell 200 stores skyscrapers that they don't own, real estate that don't exist. Without magic, in full daylight. Damn, there is who sold the Eiffel Tower! Twice!
Playing a conman would be so interesting and can add new interesting aspects to the game.
And how would a hustle work? Well, I would say that, over a certain amount of time, the character must succeed in a series of diplomacy and bluff checks. Wait! That is just the procedure proposed in the post linked above, and if you are saying: "mmm, not convinced" instead of "no way!" is because I just presented it in a different way. Presentation might not be everything, but is a lot. : )
So, if it is not as powerful, and impossible, why the hostility?
I see two reasons for this.
First one is that charisma and diplomacy work in a way we don't perceive directly. We are not aware of how much they influence our lives, so we deem such exploit as unreasonable. For example, there are people that are able to influence others to do what they want, and they get even thanked for it. Or, we always think how much money is the big, tough football player making for his skills and sweat, and we don't realize that the men managing the advertising in the stadium is doing tenfold the money just with phone calls from his comfortable couch.
Is funny how magic works with the clockwork precision of math, and the scientific proved power of nonverbal language, influence and charisma can't be expressed in a couple of tables : )
The second reason I see is a "laziness" problem. All in all, the game is about math. A +1 BAB bonus get nullified by a consequent +1 AC from the opponent. No matter how much damage the barbarian can deal, the combat can always be interesting if the GM puts the monster on steroids.
For angle 1 and 2 above, a GM just needs to place better traps or alarm systems to discourage the procedure. But with diplomacy he can't, the DCs are fixed, and no matter the level of the victim, a good diplomacy skill will get through. At this point the GM feels powerless, the player is basically saying that he can have what he wants, without failure, no matter what, a few exploits and the game would spiral out of control.
So the first GM's reaction is "NO!" After all he has godlike powers, and he can do that, but that in storytelling and game design would be accounted as laziness.
Forceful imposed bar is not his only option. The alternatives are not straightforward as adding a +1 BAB, and would require some thinking, but could open new plot hooks and stories never investigated. A character (and a player) should learn that abusing his power can lead to heavy consequences. What if the wizard you robbed goes bankrupt and has to turn to the dark side to survive? And starts helping a bad guy to kill people? Is not just the old story about stopping a bad guy, the character is morally responsible for each of the death caused.
Hustle and Leverage are just two example that show that there is enough material on the subject to tell more than just a few stories.
I know the post will probably stir already debated topics, and I'm sure lot of people will say that I'm just trying to power-play a character. I just hope to hear a few siding with me, a couple of GMs that will say they get excited, not bothered, if a character/player finds new exploit that subvert the game, and challenge the GM for once, instead of him always challenging them.

I agree, he is not a wall-mart or an factory, I already defined him a "artisan that lives on very few sales with a limited market" and I too believe that he is not getting rich, he spends most of his money researching, otherwise, after the first +1 longsword sale he would retire in a nice cottage in the outskirts of the city. And I don't even think pathfinder economy is that unreasonable.
Personally, in real life, I am a free lancer that is also getting his second university degree, and by the standards of where I live, I'm a person that studies and works a lot. But I can't study and work without pauses 365 days a year.
My calculations suppose he was working seven days a week just to simplify. I bet he takes a few days off every now and then (the rules actually state people work five days a week). And he can only work 8 hours a day, so, in a common work day, he has from six to eight hours of off time. I reckon, he has time to talk to a living legend like a ninth level character, especially if he is so charming to have +20 Diplomacy. Spells aren't probably his only passion, maybe he is a fan of the local polo team. "Man, I have a couple of spare tickets for the next game, first line seat. you should definitely come!"
Besides, wizards are the geeks of the fantasy world, give them the chance to speak about their spells and they will go on for hours like rpg-players do when talking about their characters. And they will love you, because you are the first person listening to them in ten years.
Yes the effect lasts only 1d4 hours, that's why it takes, on average, a week to have a +1 longsword done. It's all be taken in account for in the first post.
No my friend wasn't a stranger, and has surely not +20 in diplomacy, nor he is famous or a bigger-than-life celebrity. But I did the job nontheless.
If the local hero/actor/top model would ask me a big favor I doubt I would refuse.

@DrDeth
Is not true that rules say it doesn't work. The "Ultimate Campaign" bargain rules start with the saying
"An item is worth only what someone will pay for it." That's already a strong point by itself. Then, before even starting to explain the rule it says
Quote:
"For rare or unique items, or in certain cases, the GM might allow or encourage bargaining. Keep in mind that bargaining usually involves one PC talking with an NPC while the other players wait, and watching someone else bargain is rarely interesting. Bargaining should be infrequent, and should happen only when it's important to the story."
Is a +1 longsword an unique item? Is it important to the story?
No on both cases, so the bargaining system doesn't apply. Therefore…
Even if you want to use the bargaining system don't forget that the trick here is based on the loophole that the character is not buying a magical sword, he is asking for 8 hours of a friendly wizard's time.
What is the wizard's perception of the worth of that? Is it worth working 8 hours for free for a ninth level character? Probably. If I were a fifth level wizard I probably would, hoping in further jobs, or maybe some fame due to the association to such a persona.
So basically the bargaining system you address would work this way: the wizard (seller) will set a price (free), well below the 75% actual value and the character (buyer) will automatically accept.

I see your point guys.
The problem is that for everybody else, two days of work are worth few bucks, the wizard's are 1k gp.
If I know a plumber and I call him for a quick fix, he might make me pay just for the raw materials, hoping that, when I have a big job, I will call him. But for the wizard there is no quick job, they are fundamentally a very lazy bunch, with a strong cartel. No one of them is going to move a finger for less than the contract price.
But you see, this conversation alone has sprung in my mind three different plot hooks.
The first time, with a +1 item I would the player have it. If he keeps a low profile and is happy with the achievement, ok.
If he gets greedy and asks for a very big item, that needs a long crafting time, the GM could make something happen that requires the player attention else where. Nothing major, but enough to have the character decide what to do, going away and loose the money, or stay and loose something else. A "Good" character that has to decide between a friend or money, with a possible alignment shift in play? Never grows old.
If the character goes around trying to pull the same trick over a few shops at the same time, he would probably gain a bad reputation: somebody that makes friends just to exploit them. After all, wizards in the same town are likely to talk to each other, so they will soon find out the whole story. At that point they will become unfriendly to the character and maybe curse the object.
If the character goes around bragging his accomplishment, other wizards might hear it. "A wizard working for free? That is bad for business, if that gets public people will start to ask for cheap potions. This has to stop!" Besides, no one fools the wizard lobby and get away with it.
The character reached too far, bet with the devil, sooner or later he will face consequences.
As many have said before me, the better way to GM is to always say "Yes, but…"
Thanks for the stimulating conversation guys, it has been a pleasure.

That such thing won't be easily accepted is clear, it is a loophole, is stated in the title.
@Kalridian
The wizard would resent the character after the effect had faded, if he had used Intimidate, and the rules take that into account too. Diplomacy can't be used in combat but in social situations is more powerful.
If you want to to add an house rule that's another matter.
@Kazaan
I don't agree with the numbers.
A magic shop is not going to sell one +1 longsword every 5 months.
Following the numbers given in "Ultimate Campaign" (already quoted above), the revenue of a magic shop is, when very lucky, 5 gp a day (if a skilled owner works there, no matter the level). I can't remember how many days there are in a Golarion year, but in 365 days (that means working saturdays and sundays) the income would be 1825 gp. It doesn't matter how you earn them, how much you can craft or how good you are, that is the market share you are going to have. It could be that the settlement is too little to have more or better customers, or the settlement is big enough to give you competitors.
Basically if you don't adventure you don't get rich.
The wizard can either be lucky and make one big sell, for 1825 gp, and have 363 days where he can study, research and relax. Or he can be very unlucky and be able to sell only 0-level potions (the worst cost/time magic item), that means he needs 73 working days, the remaining 292 days are left for him to research, study or relax. And this if they land the maximum amount of work.
On average an item-crafting wizard has a more than 300 days a year of spare time, where he is basically in between jobs. He is an artisan that lives on very few sales with a limited market. Now, if I bring the masterwork sword and the magical components needed, there is no other cost for him. Plain and simple.
@BzAli
I'm not happy to have found this loophole because I'm going to exploit it, I'm happy because I thought out of the box. And I'm sure I won't be able to exploit such loophole, because as you can see above, all GMs will cry "game breaker!" as soon as they hear it.
Besides, are you sure it is that a powerful loop? You don't take in account the game time and commitment that would be needed to do such thing. First I have a character that, at ninth level, has his diplomacy maxed out, the persuasive feat and a circlet of persuasion. He invested quite a bit, not everybody is going to be able to pull it out. Then, for this combo to work, he needs to live in the same city and pay daily visits to the wizard from twice to eight times the normal crafting time. How often do players get that?
For a +2 longsword it would mean a 4k gp save and an average of eighteen days of waiting. My character is lucky and following the "Council of Thieves" adventure path. To get from seventh to ninth level it took our party nine days. I haven't finished counting how much money we landed our hand on yet! Objects would get obsolete before they are even finished.
I would like to point out that diplomacy is a very ill treated skill, it can be used to gather information, but a bardic knowledge check is just plain better. A character as no real reason to have it, and when somebody tries to use to it full potential, everybody stars crying. or throwing Great Wyrms at you : ).

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To be honest in Ultimate Campaign->Campaign Systems->Magic Item Creation it says
Quote: A typical magic shop earns about 3 gp per day, or perhaps 4—5 gp per day if a skilled owner PC directly participates in running the business. Because magic items are very expensive (with the most common potions costing 50 gp or more, far higher than what most commoners can afford), this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day. In other words, just because you can craft one +1 longsword each day doesn't mean you're likely to sell one each day in your shop. We can deduct a whole set of information from such description; for example a good wizard is likely to sell the equivalent of one +1 longsword in a year.
One thing that is clear is that an item-selling-wizard works a few days a year actually crafting or scribing, around 90% of the time he is instead studying, researching or doing plain nothing. So to him the cost of the sword he is crafting for my character is simply 8 hours per 1k gp. No added cost, no taxes, no vat, no risk.
This is what I would call a "lengthly or complicated task"
Is that hard to admit that somebody would use his specific skills for a couple of days just to help a friend? I mean, last year a friend of mine got married, I spent a week (not continuously) to build a website for the occasion. With a couple of friends we also spent 3 weekend brewing a few batches of beer to be opened on the day. That was skilled craft, done for free (actually I even paid the raw material but they werent that expensive). Am I the only one that would do so?

I was discussing with my GM about my character, the Leadership feat and the Downtime system when I realized this loophole that it makes somewhat sense but seems very powerful.
My character is heavily Diplomacy based and at 9th level has a flat +20 bonus.
This means that at any given time he can walk in a magic shop and start talking with the wizard in charge. A little chit-chat and the wizard goes from indifferent to (at least) friendly (unless the wiz has +6 charisma is an automatic success), for 1d4 hours.
Nothing strange, my character can sweet talk everybody.
Then my character asks for a very personal favor, you know, he really needs it, and only someone with the wizard's knowledge can help him. So he sweet talks again the wizard to do him a "lengthy and complicated task". The friendly wizard, even with the +5 for the task has no way to refuse such favor to such likable person.
My character has brought materials to craft a magic weapon, leaves them in the hand of the wizard and leaves. The wizard will work on the item until he reverts to indifferent and then stop and go his usual business.
The next day my character passes by the wizard's shop. He greets the old friend and the wizard is back to friendly. Casually he will ask if, by any chance, the wizard had had any time to look into his little favor. If it is not finished is not a problem, the wizard is surely a busy man, but, if he would be just so kind to spare a little time ...
And the story goes on, a +1 swords takes from 2 to 8 days, half price and a little chit chat on your way to work every morning.
It takes time I know, and the character must stay in a big city for a while, but, during downtime, or even in a campaign like "Council of Thieves" this could be a pretty strong option.
At fifth level a wizard can take the "Craft Magic Arms and Armor" feat.
Rules states that he can add only bonuses three time lower than his level, so in this case +1.
This means that he can only add +1 bonus and abilities that are worth a +1.
If he is adding a +1 bonus and a +1 ability they are counted separately, so is not a +2 sword.
What happens with a weapon with a +1 bonus and a +1 ability, can the 5th level wizard add another +1 ability, or the abilities bonus stack as the bonuses do?
Thanks for the suggestion, I don't have the manuals themselves, but makes sense to confront similar beasts for pricing, and seems they cost much less than what I was expecting, I'll buy an entire pack! : )

In our campaign the party has acquired a considerable fame throughout the city as well as a little establishment as base of operations.
A couple of sessions back, while we were otherwise engaged, the house was trashed by some foes and a young squire was abducted. We easily dealt with that, but the safety issue remains: bad people can take advantage of our public identity. That's cool, I even prefer dealing with "logistic" problems than dungeon crawling, but I wasn't sure how to address the problem using the rules.
Certainly the caster can set a handful of traps and alarm systems to discourage the ill-disposed, but, since the caster is an unreliable chaotic halfling, my pragmatic, magic intolerant cavalier was looking for a more mundane option.
As a joke I took the core rulebook, found the page where the "dog, guard" entry is and asked the DM:"for +300gp can I have it masterwork?"
Jokes aside I really like the idea of having a guard dog much more than just having a trap: the trap sits there, a dog, you can pet, toss a bone (or even an annoying halfling), but a simple guard dog is not going to do anything. The party is nearly at level 9, any minion our opponents are going to send is going to be around level 10/12, the dog would probably not even notice them sneaking around and, even if it does, he is going to be sausages before rolling initiative.
There must be somewhere in Westcrown somebody who sells 5th level Rottweilers. I don't want an animal companion, a horse and a cohort are enough to drag around already, just a drooling, growling trespassing deterrent for the house. The question is:"How much would that cost?"
There are different ways I tried to answer this: calculate the cost of a trap with similar effect, calculate the cost of training such animal as a professional, or try to make a guess starting from the 25gp of a mundane dog.
If a wizard sets a self-resetting trap, summoning a dire-wolf when a stranger comes it would cost 16k gp, maybe too much, but we have to think that the trap would also have the surprise effect in it, a guard dog would advertise its presence way before the trespasser is in the property.
Training a guarding dog takes 4 weeks, wit a DC20, so an artisan with +10 in handle animal can easily take 10 and do it with no problems. If we treat the HA skill like a craft in this case it would be a 40 gp worth job. We could multiply the artisan level (somewhere around 8 I would say) and the animal level square, leading to a total of 8k, like a +2 sword or a +3 armor.
While the first esteem seems a little too much, this second seems more likely. Any thoughts on this?
Fiasco is a great game, if you have people who enjoy telling stories it could result in a great night. Will Weaton on his tabletop did a session of fiasco
Thanks guys
this could be it, to be true I was posting two consecutive sense motive checks.
I'll try to add a description.
Since a few days ago I am not able to post in the gameplay tread of a campaign i'm playing in.
(http://paizo.com/campaigns/DMBloodgarglersKingmaker/gameplay&page=last )
When I hit on the "submit post" button it behaves like I hit the "preview" one, this doesn't happen in other treads.
I tried different browser with no result.
@Mortuum
No, I don't think that, I stated right the opposite, a Magus is a melee character: combining it with another melee makes it more powerful. But a lot of the examples in the above posts were about combining different specializations (Rudy2 talked several times about fighter/wizard, and master arminas pointed out several similar combination) and were not taking really in account the problem of stats, a fighter/wizard must drop constitution to have a high strength and intelligence, and group synergy. (BTW the magus/fighter would have 3/4 BAB and d9 HP.)
Same is for Roberta example, the Fighter/Cleric buffs himself up before combat and heals after (so the healing happens only if he survives), this mean he is useful in different situations, not more powerful in one.

I read from the post title this is a system intended for powered play but I don't think the whole thing produces bigger guns in the game.
It adds variety, each character is able to do more things, and is good (just like gestalt) for small parties that lack some specialization, but that's all.
Crunching the numbers is not all, characters must be well fitted in the party and work in synergy.
If the party is small again this is good, but with 6 people the party would have a great overlap of proficiencies without an improvement of performances.
The concept fighter/wizard (better described as melee/caster) seems to be a great deal but in practice it adds nothing: when the party meets a monster somebody has to go melee, and being a fighter/wizard, barbarian/bard, melee/whatever it means you attack with the same BAB but fewer HP. If you are a caster you stay behind and cast spells as an everyday wizard, if the monster comes to you, you have more HP and good BAB, but it means half the party is already dead.
If a character has to go melee is better for him to be something like fighter/fighter, and being a feat monkey, or barbarian/barbarian and double the number of rage power he have. If the character is a caster doubling the number of spells is good for long intensive days, more than having a good attack.
A few build can be very powerful like the fighter/rouge or the barbarian/druid, the first because of the sneak attack (but he needs an ally to flank, so, again, it depends on the group dynamic), the second for the wildshape+rage, but as you see they are both pushing on the same aspect of the character, not amplifying its range of trades.
Maybe I'm not understanding what powered play means, and I'm not saying the system is bad (I played 2 years in a 3 people party and damn we needed something like this) just I'm not sure it will bring the wanted results.
HP 1d4 + 4 ⇒ (4) + 4 = 8
I just checked is half the max roll + a half dice, for fighter it should be 1d5 +5
Guys, on tuesday I'll be fleeing from the hot damp city for cooler weather on the mountains, the drawback would be a scarcely available internet connection. Don't worry I'll be back!
I have a handful of games going on so I don't mind the slow motion.
I'm lost, whose turn is it in the tower combat?
OK, and *insert wishing sentence here according to one's believes about good and bad luck*
Not yet accepted Facebook as a necessary, only evil : )
I'm here, Lummel should be the next one on, but I was waiting for the GM prompt, in case he want's to recap round 1 and give other indications about round 2
BTW Lummel will sweep again under the rat feet, I like this combo: Lummel sweeps, foe gets prone and AC decreased, Elesandira hits and gets AoO, with the foe unable losing his attack. With more space and Alvis it would be 2 attacks and 3 AoO at lower AC, instead of 3 attacks at full AC
Anybody with some suggestions? We rushed to the tower, and now?
I suck at searching clues.
Sorry guys, I lost my wallet with all the id and cards, being chasing bureaucracy the whole day, I hope to be able to get back posting tomorrow.
Actually I wasn't complaining, Lummel sent them to the barracks, It seemed a good thing to say though.
Lummel will stay put then, there is no need for him to step five
Mostly, if I get to trip one of those to get back you'll get AoO plus the attack when prone. I just have to give the silver weapons to you.
I'm not gone anyway, but I'll wait for the GM to tell me when Lummel catches up with the group (or if he runs into a wandering monster : ) )
in all the commotion, I lost where Elesandira is.
34 here and also played rougelikes on, what I think was one of the first laptop that was sold to the public.
About rolls I have no preferences.

Since it seems things have slowed down I post my item
Yoke, Bonding
Aura moderate divination; CL 9th
Slot wrists + special; Price 16,000 gp; Weight: -
DESCRIPTION
This item strengthens the bond between the owner (bonder), and an animal (bonded) whose intelligence score is 2 or less.
Each of these magic objects is made of two parts. One, a single leather bracelet branded with runes, is to be worn by the bonder. The other, which is to be put on the animal, comes in different shapes depending on the type of animal it was designed for: it could be a bridle, a collar, a small canister etc.
The item effects change, depending on the nature of the bonded animal.
A wild animal will behave towards the bonder as if he has been domesticated.
A domesticated animal can be trained by the bonder as per the Handle Animal skill with weeks to be read as hours.
If the animal is a companion or a familiar of the bonder, the link becomes so strong the animal can be directed by the master. Once a day, provided the two are within 1 mile of each other, the bonder is able to see, speak and hear through the animal and can telepathically direct him in doing whatever task he is physically able to perform. This control can be established if the bonder is able to concentrate and lasts for a number of minutes equal to the bonder intelligence bonus plus 1 (minimum 1).
After the two pieces are put in place it takes them 24 hours of continuous wearing before their powers can be exploited.
Removing the items, either from the animal or the bonder reverts the relationship to the previous condition.
CONSTRUCTION
Requirements Craft Wondrous Item, telepathic bond; Cost 8,000 gp
HolmesandWatson wrote:
Order of the Stick
is a FANTASTIC comic strip for gamers.
They are Awesome!
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