Valeros

Golnor's page

Goblin Squad Member. Organized Play Member. 70 posts (139 including aliases). No reviews. No lists. 1 wishlist. 5 aliases.



Dark Archive Goblin Squad Member

Accepted alignments: any non-chaotic.
Goal: to be the go-to for any job.

We are the Inevitables. We will take any job, any task, no matter how dirty, and we will complete it.
We are unstoppable.
We are irrestistable.
We are Inevitable.

Company Rules:
Rules can be broken, but only to not break a higher ranked rule.
1. Complete the job. No exceptions.
2. Respect your betters. If someone ranked higher than you in the company tells you something, listen to him. The reason why he's ranked higher than you is because he is better than you. Blind obedience is not required, but may be helpful.
3. Obey the rules of the land. Don't wander in where you're not wanted. It's a pain. (And you probably will end up in pain.)
4. No attacking other Inevitables. (Unless you have a job to whack him, see rule#1. But don't loot the husk. Instead, guard it from potential thieves until he's back on his feet.)
5. No griefing. Don't randomly kill people. Unless they have a pvp flag. Then go nuts. But don't complain if they kill you. Or put a bounty on you.

Duties:
Do these if possible.
1. Promote the existance of the Inevitables. I want the Inevitables to be known as a company that can be trusted to get It done. Whatever It may be.
2. Be nice. That little dweeb you whack for fun may turn into a potential customer one day. (Or right after, if he's the humorous revenge type. Seriously, we will whack you if we get paid to do it.) First impressions are everything.
3. Keep track of jobs completed. A small report (your name, client name, job type, date started/completed) is desired after every job. You don't have to if you don't want to, but ranking in the company will be based on these reports. Higher ranking means more stuff and better titles. (Titles will exist in the company forum, at least.)
4. Revenge. Try to whack people that whack other Inevitables. It will help in the long run.

Benefits:
Nice stuff we give you for joining. (Don't give me that look. The Redundancy Department of Redundancy gets annoying if not kept busy.)
1. More jobs. Being part of a company that is known to get things done will encourage people to give you jobs, as they know that you will get things done.
2. Stuffs. Be good and complete jobs, and I'll see to it that you get a nice magic weapon or something.
3. Respect. Having a bunch of stubborn people trying to kill you is rather annoying, so you should be safe from most griefers/player killers/opportunists.
4. Moderate protection. While we will accept hits on our own members, we won't loot your husk. So your goodies will be safe.
5. Subsidised bounties. The first bounty you place on another player will be reimbursed, up to a limit (based on company rank) per week.
6. Standard company benefits. Improved access and lower rates to company-owned facilities could probably go unsaid, but I'm saying it anyways. Just in case.

Company Forum is here.


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I had one GM that hand a pile of house rule seemingly set on getting our character out of their clothes
invisibility didn't stop when you attacked but did not effect your clothing
also when you teleported nothing came with you unless it was carried in a certain magic bag


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after the spell has been cast there is no mention of what is needed to target the lightning so voice not needed

as for being knocked unconscious unless a spell mention otherwise or requires concentration it keeps running (some arguments about target no longer valid can come up if target dies but that does not apply here)

So when the druid wakes up check if the duration has expired if not they can still use the spell

same is true of hexes unless they need concentration


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well they ran out so apparently


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http://paizo.com/prd/classes.html

When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases, see Table: Character Advancement and Level-Dependent Bonuses.

so get class features then take feats and skills is order of operations

it's on page 30 of the core rule book
Character Advancement

Advancing your Character


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by default scrolls are made it minimum caster level

if you pay more for a scroll at higher caster level it is cast at that level instead


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to be honest my first thought on seeing the gold posted was to by chickens but reading further i see that is not necessary


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Aelryinth wrote:


Find me the rules for enchanting a locking guantlet. They don't specifically exist either.

from the prd

Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.

so rules for enchanting a locked gauntlet would look something like this
http://paizo.com/pathfinderRPG/prd/magicItems/weapons.html

Aelryinth wrote:


=======
Keep in mind I'm not at all worried about this being used in the hands of enemies. Enemies are pretty standardized, and the party will take them out.

I'm more worried about it being used in the hands of PC's to make them basically invulnerable to the big bad melee machine. basically, for -1 to hit, the PC gets a +4 AC bonus, cancels out the BBEG's best attack (and...

I think most GM's will have noticed the monk before this and can probably come up with a plan to deal with it


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I'm thinking you could have fun handing someone a potion of gaseous form using this spell