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Shadow Lodge

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I am about to play a Skittermander Envoy and I would love to have this kind of options on this. Very nicely done!

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moosher12 wrote:
Feel advanced medicinal items should have a trait tag. Such as say, "Pharmaceutical" to tag them as being craftable with the Pharmaceutical Crafting feat.

While I agree with you, at least on page 214 we get this paragraph in the description of Medical Items:

"Rules for creating medical items are found in the Craft activity on page 136, and you must have the Pharmaceutical Crafting skill feat (page 154) to use Crafting to create medical items."

Shadow Lodge

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I feel we all agree that this should be better. And there are so many good options given here.

I'd love to see a little more free actions without rolls (open doors, reload, etc), and it doesn't need to be all the time, just x / time. And then the others that give good feats (level 9?) for using more hands should be used more than just 1 / day.

Like others have said, you get fly and you can fly all the time that you have the room to fly. Having more hands isn't just about carrying more stuff, but being able to have more interactions to do during the action phases.

I personally do not need to throw out mega damage to be cool, I tend to play charisma characters that like to support. Having some special feats for using those hands in neat ways would probably fix most of this.

Getting a reaction for a raise shield if you have it in your hands but it isn't as good as the regular raise shield reaction would be great. If everything is gated behind feats, but you get great use out of it, I'd be happy. I'm just a skittermander holding this medpack just in case you need it, and I want to be able to toss it to you.

All in all, I feel that it should more closely resemble dominant hand non-dominant hand. I am right handed and can throw and write and do all kinds of things, but if I try to do that with my left hand, I'm not as good and have a penalty for use. But some things I am good at with my left hand (using a mitt to catch a baseball) because I've trained my left hand with it. Others can be really good with both hands (ambidextrous) and that all can be in feats.

Having seen it mentioned about OP having multi-hands could be, adding the augmentation to get them and having that open up the feats to the multi-handed would make any race have these options.

Anyways, I'm just following this thread as a new PF2 and SF2 player and I instantly fell in love with skittermanders and want to do more with them

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You also get a directive at 7th and 13th levels, Steel Yourselves and Show 'em What You Got, respectively. I feel some of the Envoy feats should have been Directives too, but they took that out...?

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hmmmmm..... I also made a Tiny Race in the Sample Race Builder...

I wonder if they'd be enemies like some of the small races?

but, mine are in the 20rp Advanced build as yours are around the Standard 10rp kind...

I like the idea you've got here.

I REALLY like the idea of a bunch of Tiny types getting out there and starting to take over... they ain't getting pushed around by the Big types anymore!!!

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LITTLES Advanced Race 20rp

These tiny humanoids have a huge love for community and make their homes just about anywhere. Being so tiny has made them particularly protective of their community and not as trusting of other races. Smaller races are befriended easier than larger races. If you see 1 Littles you can be sure that there are a few more just about anywhere around you. Typically 12 to 20 inches tall with a prehensile tail. Littles come in all sorts of colors as comes from their fey blood. A green and orange striped Littles could be born from an all black Littles and a blue faced Littles. The coloration of a Littles holds no bounds.

TYPE Fey 1rp

SIZE Tiny 4rp
+2 AC
+2 Attack rolls
-2 CMB/CMD
+8 Stealth
No Reach
take up 2.5ft so 4 can occupy 1 5ft square

SPEED Normal 30ft 0rp

MODIFIERS (including tiny) Advanced 4rp
-4 STR +6 DEX +2 INT +2 WIS +2 CHA

LANGUAGE Xenophobic 0rp
Sylvan (high INT = Common, Gnome, Halfling, Goblin)

RACIAL ABILITIES
Swarming 1rp = 2 share square and attack same creature get flanking
Stalker 1rp = Perception and Stealth always class skills
Quick Reactions 2rp = Improved Initiative as bonus feat
Prehensile Tail 2rp
Expert Climber (with climb) 5rp = climb speed 20ft, +16 racial bonus to climb (non magic spider climb)

EDIT - description of Littles added

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I know that the only time I ever went up against a Lich I was a Bard... I then rolled and had at some point found out an interesting story for who the Lich was due to the written languages around me, and had in the end bluffed my way out of being destroyed and actually becoming a weapon to either do the Lich Lords plans (which was more like a curse in the long run), or find the final element to release the Lich from his curse... it all granted me more time, and actually our group more time (I was stupid and explored alone, also there was a slight mental trap set by the Lich Lord)... really I was supposed to end up fighting the Lich when I found him but because I was a Bard I had so much knowledge and bluff I could play out that somehow I could free the Lich from his own trap/curse without destroying him and was freed by the Lich with more power than I could have dreamed up... (good rolls can play wonders with good RP), and next thing I knew the whole world got turned upside down because a Lich Lord that was the big FEAR of so many people actually was a good guy that did 1 thing wrong when he was a HERO and had to suffer forever because of it...

It's like finding out that Sauron was a good guy that was trying to stop a corruption within the HUMAN species that would corrupt the ELVES, DWARFS, and ALL that the creator (I forget his name), misprinted in his creation of the Lord of the Rings world... All of a sudden bad guys become good guys and vice versa all because of a misprint or an action that was misinterpreted...

which hopefully you have a chance to play out when you meet the Lich in question... if not... see other answers above

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Asphesteros wrote:

I don't like it. Perception should always be on. The game is turned based so we can make playing easier, but to say your perception turns off would not really make sense. You should not get quasi-invisibility against me because it is not my turn.

alright, but a stealthy person should be able to wait til you look away just enough to move a minute bit from cover to cover so they stay hidden...

I know I can't watch everything

and fluff should definitely play a part

you got smoke from the dying fire in your eyes and you wiped away the tears...

do I want someone to sneak up on me? NO WAY!!! but, should someone be able to sneak up on me, yes! things happen and RAW new and old kinda have it so that still stealth means nothing compared to any perception; especially if its super sensitive (blindsense, tremorsense, etc)

as a character, give me a way to bypass those then I guess, if I'm going to play a steathly player without having to go up against rules that say "always notices" and the like...

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Just adding my '2cp' here

I read a little story about Jack and how he couldn't steal a chicken for his dinner and what I read here adds just a little bit more flavor to cover the 5ft step he has to make in front of the porch between the hedges. If farmer John is rubbing his eyes than the perception check doesn't work and the sneaky character doesn't lose his stealth because a perception check didn't work.

The reason I bring this up is that there is TOTALLY a reason why someone should be able to sneak by in front of someone without that person automatically knowing they are there

Real life doesn't belong in Fantasy life but if it can happen in Real life shouldn't it also be able to happen in Fantasy life?

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I read most of these but then got lost in my own thoughts and so:

curse the rogue to think he is a barbarian
curse the fighter to think he is a wizard
et al were the types of curses I thought of at first to mix PC's up

then there are curses that others wouldn't be able to pick up on:

curse of insomnia (starts to hallucinate after a bit)

curse: everyone is a GOOD GUY (a monster attacks and your character tries to use diplomacy for its first action?!?!?!)

curse: everything weighs more than it actually does (a 5lb hammer weighs 50lbs... not huh)

curse: you are not who you think you are... (we've all seen the movies of a SUIT meeting up with gangsters and trying to ACT like a 'G' but totally failing. Your character totally is that character)

and then there are easy curses like:

curse: bodily functions constant

curse: lose clothing at like level per day type thing... Character says "I swear I had like 5 pairs of pants, and now I have none... WTF?"

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ANOTHER thing to add, since I would add this...

when players make DC checks with the knowledge skills... have some sort of flat answers made per knowledge skill check...

DC 30 = giver of life = regiver of life, starts life anew, what makes life start again, etc

then the characters could find minor helps that the characters might know but the players might not know and then help push those thoughts into the players head

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hmmmmm.....

"I've often wondered, while sitting under a tree having lunch, what the leaf thinks of my quick passing. So fast I am there and then not. Such a minute part of it's life, with so many differences... and I may never return again. Then it dies.

My life goes on much longer than that of course, and I must remember that when I look at life in this manner.

And then I also have to remember that even though the leaf is such a short life, the tree has such a long life to live...

what did the tree think when I was there?

and the ground? the rock over by the stream? the air I'm breathing?"

the thoughts of the elf as per my imaginings....

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ALSO, I feel that a riddle should definitely point to its answer big time...

and easily the ones that do and jump out to me are the ones from The Hobbit:

Alive without breath,
As cold as death;
Never thirsty, ever drinking,
All in mail never clinking.

and

A box without hinges, key, or lid,
Yet golden treasure inside is hid.

you have a fish and an egg... and these are definitely clever, but clever only gets you so far. Fight Club has a comment on that too... and there should be a secondary way for the PC's to get the situation done even if they do not get the riddle... If Bilbo had been some sort of great warrior or super wizard, Gollum would have been toast when he tried to attack him. So, perhaps a Bard could figure out the riddle, specially if he works with a Wizard since that is the key component that is throwing the riddle. But if your party doesn't have either of those... how would they answer that? And what would be the PC's reaction to not being able to get what they need to do...

my high intelligence type character would suggest leaving and coming back after going through the riddle with other people. Lower intelligence characters would try physical and the like...

And so, many of the "keys" to finishing a quest is, IMHO, having a few different ways to satisfy said situation giving who the party of PC's in question are... but now I am guessing as to why you used a riddle in the first place and going on about backdoors to answers and finishing a quest (as I feel every quest should have)

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after I got the answer I saw where you were coming from on this...

and then I also saw what everyone said about the riddle...

It's a great start to making riddles! but what has been pointed out a lot is that every word definitely counts!!!! and also how you use those words in connection to the rest of the words...

Riddling is definitely a challenge for anyone not used to it.

Could you write this better? Yes. Is that the answer that any riddler would give you? Yes. Most riddler's that I know say that a riddle needs several and multiple workings before they are ready. A thought is a good start, a good pebble to start the roll, but then when it's pretty much a rock, put it in a river and see what it becomes after being worked hard... does it wash up on the shore the same thing it was or is it gone?

Now, the advice I'd give you, is that the next riddle you use, bounce it off others first for a bit before you bounce it off the PC's... that way you get impressions of what people are going to ask, what knowledge's are needed, and where the weak and strong points are, which words need finesse and if the riddle is too blatant.

Hopefully this helps, and then next time we can help you make a riddle that your PC's can answer at some point and that has the full effect of what most great riddles (in my mind) have, which is 'oh my god, that is SOOOO obvious!'

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Hey, if you want to just make it so that you make money to cover necessities of what your character needs (i.e. rent, costumes, mundane items) that is not really equipment so much AND you don't want to take away from the game and time of the other players you could ask your GM to set up a DC and a set number of rolls (say 5 to 10 is a day between what you are already doing in game) and then just roll em up super easy peasy...

DC 25 - 3 sets of costumes
DC 40 - rent for 2nd apartment
DC 50 - alias for 3 'people'
DC 60 - rent for 3rd apartment

and so on...

as long as it wasn't for anything important that you could use besides just making the set up work, this is something that I personally would allow to happen in one of my games... Everyone gets to keep playing, you get what you want without taking anything away from the story and then the GM could add in the new NPC's that will try to get you back later if they figure it out

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Tilnar said some really IMPORTANT things about how once it goes from being a low con of "give me your money" and they hand it over TO a bigger con of working the NPC over awhile and finessing the money out of them, using more than just 1 or 2 tricks, so maybe you get even more than you thought you might get, it becomes an ENCOUNTER and the loot you get is equivalent to the loot from what ever the CR level of said encounter would be...

I thought that was pretty clear and helpful...

but if it still is not, you could just ignore everything everyone has said and still go about doing YOUR THING in your game and hopefully you can make some money doing it

this is really only advice and the like going with what is written in the books and how the game is USUALLY played.

The next person you might want to ask about the gp you would earn might be your GM so that way you get the answer that is going to be the most set in stone from any game (but I personally feel that it might be pretty close to what everyone has been saying)

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Like Tilnar said, its an encounter type scenario and with what Cartigan just pointed out, by itself, bluff will get you nothing really... but its an encounter so add some razzle dazzle and charm the pants off anyone you pick out as your schmuck... but it might take awhile cause its an encounter and you may even find yourself having to come back to this NPC a couple of times (over the course of a couple of scenes) to get the final payoff of the good pay off con

good money will take longer time

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Kais86 wrote:

Fundamentally speaking? Yes, you do, especially if you are really good. Top-tier chess players know every move you can make, before you do, often being able to figure out enough about their opponent to play the game for the opponent. There aren't many options in chess, there's only a few moves someone can make at any given time.

Now, I'm not that good, but I do know what my opponent can do, what they are likely to do, and what I can do in response.

Alright, I totally get that. It was even in my thoughts as I wrote what I wrote but I wasn't thinking of these characters as Top-Tier necessarily... but they really should be pretty close I guess. Also, they know each other so they would probably know each others weaknesses and starting fight go-to moves... so, it still seems kind of similar to me but maybe it would be better to put the chess at a 4 person chess game played on a cross of 5 boards... makes it just a bit harder but most of the rules are still the same...

but also, what seems to be the key point that everyone (including me) has pretty much been doing is saying 'ok, these guys have been a team for a bit and then they fight, who wins'

what if it's not these guys fighting each other but they are going to work together to fight a main bad guy?

or in the game that I am imagining in my head, the GM wants to separate the most powerful player from the group at some point for an epic battle by themselves while the rest of the group has to try to find and maybe save their lost companion...?

I mean, there are so many different ways to see "most powerful" and without a clear picture of what the author of the thread really wanted to pull from this group of folks who suddenly started talking chess on their time we just might not even be getting close to answering what this person wants...

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Mike Schneider wrote:
Hai Yu wrote:
Kais86 wrote:
As a former chess player, I'm offended at it's inclusion in this, there is nothing random about chess, whereas, in this game, a fight can end instantly with a confirmed critical.
ahhh... but see, if you are a good player, you make plans and usually try to take out the most random of chances...
Are you serious?

actually yes

do you ALWAYS know what your opponent is going to do? Sure there is a probability they will do certain moves but they still have things they can do, and if they do something random, then you adapt, change your plan, continue the game with said plan, they may do another random move or not, and then you play to the end... but also, in the Art of War it is said that "If you know your enemy and you know yourself you need not fear the results of a hundred battles. If you know yourself but not the enemy for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself you will succumb in every battle."

So, my point with this was just saying that a player with knowledge of how his character plays at its strongest and knows what he is up against is going to play out as the most powerful, bar rolling a NAT 1, even with CRITs there are ways to buff and play and make sure that you still have more HP in the end. So, make plans and play your opponents and change your plans when you need to which seems very much like a game of chess to me... if it is not, then maybe I am still that much of a novice at chess and should never play against either of you guys in chess. Maybe we could play other games instead? Also, still not trying to ruffle any feathers, it just seems to be very similar in my mind...

and then another thought on this:

if you want to play with the random and what can happen with the dice rolls as the main factor for being the most powerful, then the way to figure out the MPP is to just have each player roll 1 d20. Highest score wins. Sure you can make it an INIT check or anything else but it doesn't matter because you are rolling a dice and no matter what you plan to do ultimately then, it's up to what lands on top of that little multi-sided object of chance...

is my opinion right? maybe yes, maybe no... can I be convinced otherwise, YES! Prove me wrong and I'll say you are right! :-) It's still just an opinion

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Kais86 wrote:
As a former chess player, I'm offended at it's inclusion in this, there is nothing random about chess, whereas, in this game, a fight can end instantly with a confirmed critical.

ahhh... but see, if you are a good player, you make plans and usually try to take out the most random of chances... but a bad player will move pieces around the board trying to 'smash' the opponents king into a checkmate...

but even a good player makes mistakes

and even a good player meets someone better

but I am sorry if I offended you, just trying to draw points of being good players and bad players really changes what happens in the end.

Even Bruce Lee could slip on a piece of ice and fall in a fight (not likely but can still happen)

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as Cartigan said earlier in the post that he didn't understand why this character exists... I am STUCK on the how... at 5th level those stats can't be BASE stats or something was broken on the making... CHA has to be way high, and every level a rank put into each, and then burning feats to make him extra believable, and traits as well... then adding in race mods to CHA... maybe close to but doesn't seem to add up

and I also agree with everyone else... short time cons give you short time money... big time cons give you big time money and they each usually take about the time of that descriptive adjective used...

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It seems to me that really, no matter what the level it's about how it's played. You pull off something spectacular or brilliant and you're a badass, you do something stupid or fail a roll or whatever and suddenly you're down for the count, pushing up daisies, worm food.

It really is like playing poker or actually fighting. Or chess, really. You try moves, feints, hits, magic, etc etc etc and sometimes you bluff, sometimes you strike but it's all like water and someone else is playing the same game and going through their motions of what they got in their little bag of tricks...

but this is only my opinion

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Treantmonk wrote:

Am I the only one envisioning a Bardic Mime?

I so want to play this now!!!

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Vuvu wrote:
I would argue that the right inspire competence can be used with stealth depending on the performance type. Say you are doing an imitation of a cat and how they move, that might inspire a stealther to move more cat like. I would say all of the skills if you can make a good description of what you are doing to inspire it should be a go.

definitely!!!

to me the Bard is always about ingenuity and imagination! and never forget that cantrips are your friend... you can use them in the most inventive ways.

that and a winning smile will get you very far as the Bard IMO

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just started playing a monk of the empty hand and am totally enjoying that everything is a weapon... pretty sweet at the low levels so far as I don't spend money on weapons... just pick up this and that and bam... then all the money can buy cool useful things and magic items... plus the fluff is fun to play with. I could beat you up with a feather pen (only d4 plus str but you can FOB with it) seems great and wrong at the same time... I laugh so much with the interesting things you can just pick up and use

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I agree from what it says in the books (RAW?)

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thejeff wrote:

So you must resolve everything in character even if the one player is having a great time and the others are all unhappy and frustrated and ready to quit the game and go play a board game or something as you suggest?

And once you've finally resolved it in character, that player brings in a new character who proceeds to do the same thing again because he had a great time and doesn't realize that everyone else is unhappy because we're all resolving it in character and not just talking to our friends about the problem?

just read this one and the only thought was to either throw more communication to the friend OOC or find a NEW friend cause he just don't get it... this is supposed to be fun for EVERYONE or why do it?

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ElyasRavenwood wrote:
Is a Rogue “skimming” treasure as he finds it “Role playing” or is he stealing from his adventuring companions?

that is totally a perspective type deal... it could be both/neither/or one or the other

Quote:


If you have a player doing this, is this something you need to take care of as a GM?

in the beginning, no... after awhile, 'hey, cleric, give me a perception check will ya?'

after a long while 'hey rogue, you've been with these guys for this long, sharing stories and blood... how do you feel about this..? how do you think they'll feel? the thought really pounding in your head might be the 'i don't feel right doing this to these guys' and so you have to decide to share or make yourself scarce to make easy money elsewhere...' sometimes you just have to remind a player what his character has gone through and might be thinking

Quote:


How about if you are a player and another player is doing it? How do you deal with this?

I make perception checks. Depending on my alignment would justify my actions... neutral would prolly make me ask for cuts... lawful would demand everyone know and debate what to do from there. Chaotic would prolly punch a fool and laugh about what is going on under everyone's noses

Quote:


And what if you are playing a rogue who is “Skimming”? does anyone have the right to tell you how to “role play” your character?

only the GM should be able to assist in helping the player "role play" his character. Everyone else can react. And the rogue can react. all in character. and if lead right by the GM it wont get ugly but make for some fun role playing later on down the road. And who says I didn't get caught on purpose so I could better hone my skills at thieving?

there's several coppers to throw into the bucket

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I tend to get a bit of the story first before grabbing the name for my PC's... take the monk I am currently playing Hai Yuu. He was an orphaned street rat that broke into a monastery looking for easy food, found some awesome books with neat pictures and then gets sort of caught with someone yelling "hey you!" The stories are neat to the kid so he keeps going back getting seen and yelled at "hey you!" until he is finally caught by an old master at the monastery and is brought into the way of the monks to be a scribe and whatnot. He keeps the name Hai Yuu as that is when his life really started for him (trying to forget why his parents are no longer living)... etc etc etc...

you see, using a name in the backstory can sometimes really make up who your character is...

I played a pilot in Fading Suns (space drama) named Lix Tetrax which translates to demon of the wind or something like that... super crack pilot...

anyways, you see where I'm getting at. Stories help me get the names for my characters and really flush them out too

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Argus The Slayer wrote:

Technically, you cannot combine Flowing Monk with Master of Many Styles, since they both modify your bonus feats.

Cool list of monk archetype combos:

Clicky Link

Thanks for that awesome clicky link

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Quote:


I'm playing a Whip based Magus (Kensai archetype) right now. I went with kensai to get the whip proficiency and the weapon focus (whip)[which is a pre-req for the whip mastery feats] out of the way, as otherwise you'll never have enough feats to get the whip mastery feat that gives you threatend squares. He is fun, but not horribly optimized (the threat range on a whip sucks, and magus benefit greatly from spellstike crits). Other than that, its pretty fun to channel shocking grasp through the whip, or true strike disarm.

This is exactly what I was thinking of doing as well for fun and flavor... and started reading this thread to see if it would pop up... glad it did

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Also, just using traps is a really good way to ambush a party... like that scene in Star Wars with Chewy

or a trapped trap...

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I've tended towards the "under which cup is the ball" type of ambush... or more like: show a questionably bad creature being protective of an area... hero's charge in, kill creature, and then find all her babies... then they see another of questionable scenes, and they might charge in to find that they were not doing good guy stuff (and then we start looking at if they are keeping to their alignment or not)... and then an ambush might happen, if they notice it they are really really questioning if they are being paranoid or if they are actually seeing what they think they see... but then again, I usually find that my old groups didn't prepare for ambushes unless I was the player doing the looking out... an ambush should be fairly easy to spot at fairly low levels if the players are going to put some time and effort into checking into the "ambush" but also, not everything that seems what it seems for character knowledge should be exactly what it seems... what seems like an ambush could not be an ambush when they look into it and then of course you have to reward them for that...

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BWAH HA HA HA HA HAHAHAHAHA...... OH..... HA!

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1 of my favorite things to do for my players is give them a "reward" for coming up with a great backstory that would tie in the little bit of extra that they wanted to have going into the story...

story says "my char did this his whole life growing up"
character gets X feat or boost or trait as bonus

or having something that is a positive/negative thing going through the story (this one is a little more difficult to show without just giving an example)

example: my rogue character really really wants to have X item and in the story it helps him to get Y and z items throughout his whole life and here is the story of how he stole X item and why it shouldn't cost him anything
GM says: that's a great story. you have also stolen item 1zA97 which just so happens to be a cursed head that mumbles all the time and you can't seem to get rid of it no matter what you try to do (with hint that it might be important in the game if no one else knew about said head and that it might be important later)

that's my 2 coppers of a different approach

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ETA, also from the spell:

Quote:
Items dropped or put down by an invisible creature become visible
The bag of kittens is only invisible for as long as the ninja attempts to conceal it on his person. Hope that helps. :)

yep... now the hero dwarf is totally pissed at sneaky ninja for giving him a bag of kittens... cause who needs a bag of kittens on such a huge level quest where a 20th lvl ninja shows up to thwart your daily plans of getting somewhere doing something heroic

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so this whole time while reading this thread, I'm thinking about this ninja... And he is not a bad guy in my mind... in the neutral area. He even feels for the heros trying to save the day. So, during his Hidden Master routine he is planting things on the little lost heros that can't find the ever so clever ninja... the question is this: does the bag of kittens that he planted on the dwarf show up instantly or does it stay invisible until the 2 minutes are up?

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why not even go so far as to have a feral human barbarian as an animal companion?

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sunrods
soap
belt pouches or sewing needle for secret pocket making and mending
whetstone if using blades
flint and steel
and maybe a thunderstone or two

as for sleeping stuff, it all depends on how prissy my character is or if we are in urban areas...

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Quick Draw
Persuasive
Deft Hands
Deceitful
Alertness

i guess i like to bump up my skills a bit

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William Morgan wrote:

I do not understand why you do not fix it! OR up grade it to a masterwork

you start with the Gunsmithing feat.
Special. if you are a gunslinger, this feat grants the following additional benefet. you can use this feat to repair and restore your initial, battered weapon. It cost 300 gp and 1 days work to up grade to masterwork firearm of it type.

you also have the Quick clear Deed!

but at 1st level you only start with 150g... meaning I couldn't even up grade my 1 gun let alone someone elses (which if this would have worked I am sure that the gunsmith says something like: 'Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it.')

which seems to say that even though I am a gunslinger I wouldn't be able to use those guns anyway... unless it's just missing the rule part that says that other gunslingers can still use your gun if it's battered or better.

but since my character concept wouldn't be playable because money and such issues in the way... I'll just go be someone else for my first PFS gameplay

EDIT: THANKS FOR DA HELPS

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So... I can sell my "broken" gun for 22g as scrap.

A real gun that I want to buy costs XXXg amount and works.

I am level 1 gunslinger and love to bluff... can I buy some scrap guns for around the 22g and carry those with me with all the bravado of the scary little guy with so many guns? More likely going to lie, cheat and steal the treasures and gold and whatnots before actually fighting... cause I mean, I could get attacked and killed. And who wants me dead, really? (insert charming smile here)

guns and stuff are expensive until after you have adventured and then it all gets easier... I know you can't bluff a wild beast/monster that doesn't understand that guns hurt and many guns hurt a lot so maybe you should stay away from said little guy with many guns, but PC/NPC's can think that through... hopefully

so, "broken" scrap guns as useful trinkets or only useful guns as purchasable items?