Stymphalides

Lekku's page

Organized Play Member. 103 posts (4,162 including aliases). No reviews. 7 lists. 1 wishlist. 7 Organized Play characters. 23 aliases.


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I’m here, I’m here! Sorry about the absence.

125008-7 - Dhemia, the Wanderer: currently at 3xp


I can use Inspriation on this roll, right? XD

Starting Wealth: 3d6 ⇒ (5, 5, 1) = 11 x10 = 110g


Oh, I see that I listed it as human on the spoiler, when it’s half-elf. That would be a big difference.


It looks like the HL output didn’t include Ancestral Arms, but it’s there; It replaced Adaptability, which was removed from the abilities list.

As for the rogue, Trapfinding is a wash, but there are other things down the road, and it kinda fits the concept I have in my mind (I'll explain below). I’m open to suggestion, but the only other appealing options I see would probably be Ranger or maybe fighter. Bard has a Knowledge boost early on, but with Inspiration I probably won’t need it; my tanked Charisma really snuffs out the potential later on.

As for background, I was thinking of this character as a sort of “underworld P.I/arbiter.” I liked the description of the Mastermind archetype, but not the mechanics - where they are more social, this character is much more dispassionate and knowledgeable. Not really a cop, since there is no real authority given - more like a freelancer. If there is a dispute, or something that breaks the thieves’ guild laws, for instance, they could hire him/her to investigate and report back. In the case of some sort of dispute (that isn’t settled with blades,) they could be hired to hear the case, and make a fair, unbiased decision. Not the law, exactly, but a sign of a more civilized criminal underworld, perhaps.


Here is my build so far:

Human Investigator:

 
 
 
Female half-elf investigator (empiricist) 1/rogue* (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +3 (1d10+1/18-20) or
. . sap +3 (1d6+1 nonlethal) or
. . unarmed strike +3 (1d3+1 nonlethal)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 16, Wis 11, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats - Custom Feat -, Combat Expertise, Fast Learner[ARG], Power Attack, Weapon Finesse
Traits clever wordplay, tireless
Skills
Acrobatics +6
Bluff +7
Disable Device +7
Escape Artist +6
Knowledge (arcana) +7
Knowledge (dungeoneering) +7
Knowledge (local) +7
Perception +6
Sense Motive +4
Stealth +6
 
Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven, Polyglot, Undercommon
SQ alchemy (alchemy crafting +1), elf blood, inspiration (3/day), trapfinding +1
Other Gear studded leather, elven curve blade, sap, 44 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I’ll pick up more Knowledge and other skills as I go. I’m open to critique.


I'm building out an Investigator that I think will fit nicely for trapbreaking and knowledge skills.


D-d-d-d-d-d-dot!


I'm Hiding In Your Closet wrote:
Which do you think this party needs more: Another Dhampir, or someone whose best friend is a giant semi-intelligent slug?

While the latter is intriguing, I’m not sure either one has specific merit as far as party balance goes.

I suppose I can just run with a pregen Barbarian, if the roster doesn’t bulk up.


AKA: Aeilín wrote:
I think Kiddrick was going to post later today. I was thinking about rolling up a Time Oracle, but that might make for a squishy team; are there any other front-liners? If not, I have a backup option, I think.


2 people marked this as FAQ candidate.

I know this is over 3 years old, but it says it was answered in the FAQ, and I can’t find any mention of it there. Can anyone point to an official ruling?


Race: Half-Elf
Faction: Grand Lodge
XP: 10 | Fame: 8 | PP: 16

Init +8; Senses Low-light vision; Perception +19

--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +5 Wis)
HP 24 (4d8+1)
Fort +4, Ref +6, Will +7; +2 vs. enchantments
Immune: Sleep

--------------------
Offense
--------------------
Speed 40 ft. (60' w/ ki)
BAB: +3
Melee

Unarmed:
Unarmed (x2)
Unarmed, Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Unarmed Nonlethal
Unarmed, Nonlethal: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

 
 
Silver Temple Sword:
Silver Temple Sword (19-20/x2)
Silver Temple Sword, Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
 

Cold Iron Knuckles:
Cold Iron Knuckles (x2)
Cold Iron Knuckles, Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Ranged
Mwk Composite Longbow +2:
Mwk Composite Longbow +2 (x3)
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Standard Flurry
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
 
°

Nonlethal
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Attack: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Nonlethal, Flurry
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Ranged Touch Attack:
Alchemical Items:
Alchemist’s Fire
Alchemist’s Fire: 1d20 + 4 ⇒ (3) + 4 = 7
Fire Damage: 1d6 ⇒ 6
Splash Damage | 5ft: 1 = 1
Followup Damage Next Round: 1d6 ⇒ 1
 
°

Acid/Holy Water/Liquid Ice
Alchemical_Weapon: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 1
Splash Damage | 5ft: 1 = 1
 
°

Alkalai Flask (vs. Oozes & acid-based creatures)
Alkalai Flask: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 ⇒ (4, 6) = 10
Splash Damage | 5ft: 2 = 2

Ammunition Arrows x38
Cold Iron Arrows x50
Blunt Arrows x35
+1 Bane(Evil Outsider) Arrows x0  (+1 atk or +3 attack/+2d6 vs. Evil Outsider)

Ki Powers
   Barkskin: SLA - (CL 0th; concentration +0) (Self only, 1 Ki) | +2 enhancement bonus to AC | Atandard Action | 10 min./level
   Ki Archery: 1 Ki | +50' range increment for bows
   Ki Defense: 1 Ki | +4 dodge bonus to AC for 1 round
   Ki Flurry: 1 Ki | During flurry, gain extra attack at highest attack bonus
   Ki Strike: Min. 1 Ki | Inarmed attacks are treated as magic weapons for the purpose of DR
   Ki Speed: 1 Ki | Increase speed by 20'/round

--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 18/20, Cha 8
Base Atk +3; CMB +5; CMD 24
Feats Alertness, Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike[APG], Point Blank Master (Longbow)[APG], Precise Shot, Skill Focus (Perception), Weapon Focus (Longbow)

Traits Elven Reflexes, Vagabond Child (Urban)
Skills
  +6  Acrobatics (+10 to Jump)
  +1   Appraise
   -1   Bluff
  +6  Climb
   -1   Diplomacy
 +11  Disable Device
   -1   Disguise
  +6  Escape Artist
  +5   Heal
  +3   Intimidate
  +5  Kn(History)
  +5  Kn(Religion)
  +3   Linguistics (to decipher writing/code)
+19  Perception
 +12  Profession (brewer)      Day Job(Brewer): 1d20 + 12 ⇒ (14) + 12 = 26
  +2   Ride
 +11  Sense Motive
  +9  Stealth
  +5   Survival
  +6   Swim

Racial Modifiers +2 Perception

Languages Abyssal, Common, Elven

SQ Elf Blood, Unarmed Strike

--------------------
Gear
--------------------

Bandoliers:
 Potion of CLW (x3)
   Potion of Mage Armor (x2)
    Scroll of Mage Armor (x2)
     Wand of CLW x44 charges

 Alchemist’s Fire (x3)
  Alkali Flask
   Acid (x2)
    Air Crystal

Mwk Backpack:
 Backpack
  Cold Iron Knuckles
   Leeching Kit
    Grappling Arrow (x2)
     Scroll of Lesser Restoration

Backpack:
 Parchment x5
  Silk rope 50 ft.
   Longbow

Pouch:
 Mwk Thieves’ Tools
  Scroll of CLW (x1)
   Flint & Steel
    Chalk

Worn:
 Cloak of Resistance +1
  Headband of Wisdom +2
   Mwk Composite Longbow (+2)
    Silver Temple Sword
     Standard Arrows
      Blunt Arrows
       Cold Iron Arrows

Other Gear – not carried:
 Hot Weather Outfit

Currency: 1351gp 4sp 9cp

--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leeching kit +2 Heal to treat poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Replaced Ability Chooser (Slow Fall) Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Leeching kit +2 Heal to treat poison.
Scroll of CLW Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.

--------------------
Boons
--------------------
Codebreaker: +2 bonus to Linguistics checks to decipher a writing or understand code, and you may use Linguistics in this way if untrained.

Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. You may purchase +1 Bane (Evil Outsider) arrows in seets of 10 instead of 50 (Price = 1660gp 4sp). Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the irst time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathinders’ expedition pays of, certainly the society w ill remember your contribution.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Background:
Taken off the streets as a boy, Tophor was raised by the Order of Cayden Cailean's Cellar (Known to some as the Brothers Cailean.) Devoted to the betterment of body and soul, the Monks strive to defend the innocent, oppose evil, and bolster the morale of the light-loving people with beer and song. Generally averse to excesses of any kind, the monks devote the proceeds of their brew sales to providing food and shelter for the poor and arming themselves for the fight against the forces of evil.

With more and more adventurers taking up the mantle of the Pathfinder, Tophor and others join their ranks as a missionary and comrade.

--------------------
Mission List
--------------------

Faction Journal:
     GRAND LODGE
    Faction Journal  

~~  REWARDS  ~~
* EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

  •      3 consecutive secondary objectives
  •      Defeat Aspis Agent

 
CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
 
EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

2/8 Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

  •      Sky Key 1: Fort Bandu, Sargava (Mwangi Expanse)
  •      Sky Key 2: Kaava Lands, Garund (Mwangi Expanse)

0/3 Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

3/3 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

  •      Sky Key 1
  •      Sky Key 2
  •      Hydra’s Fang

3/6 Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

  •      Sky Key 1
  •      Sky Key 2
  •      Hydra’s Fang

0/1 Recover a piece of the Numerian device known as the Sky Key.

1/1 Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

  •      Sky Key 2

0/1 Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.

0/4 Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.


Faction Journal Card

~~ Special:

      Codebreaker (Grand Lodge Faction):
Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.

Expense Report

~~ PP Spent: 2 – Wand of CLW

Mission 3:
Chronicle - Glass River Rescue

Expense Report

[spoiler=Mission 4]Chronicle - The Confirmation

Expense Report

[spoiler=~~ Boon - Custom Order | +1 Bane (Evil Outsider)]You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. (Price = 1660gp 4sp/10)

+1 Mwk Bane(Evil Outsider) arrows - price for 10x: 1,660g 5s

~~ Special:

      Confirmed Field Agent:
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

      Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

      Friend of Janira Gavix:
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.


~~ Special:
      Gripplis’ Favor:
You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

~~ Special:
      The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
 
      The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.


~~ Special:

~~  Progression Plan  ~~

Level 5:
Feat: Deadly Aim [UC]
Skills: Disable Device, Perception, Profession(Brewer), Sense Motive, Stealth

Level 6:
Bonus Feat: Imp. Precise Shot [CORE]
Monk Feat: Weapon Specialization (Longbow)
Skills: Acrobatics, Escape Artist, Perception, Profession(Brewer), Stealth

~~  Longbow Progression  ~~
+1 - 2,000 GP
Adaptive - 1,000 GP
Merciful - 2,000 GP
Flaming, Frost, Shock (1d6) - 2,000 GP
Flaming Burst, Icy Burst, Shocking Burst (1d10) - 8,000 GP
Speed - 18,000 GP
Second Chance - 32,000 GP


Kazaan got my meaning. Whether or not arrows can benefit from sharpening (I still can't find a definitive answer,) some people seem to think that a magic bow would negate the sharpening of the arrow. I can see an argument for magically modified blades resisting/not benefiting from mundane sharpening, but why would a magic bow negate the sharpening of a plain arrowhead?
 
Reading a bit further, I think that if it works like an enhancement bonus, then it doesn't stack with the magic – the bow's bonus doesn't stack with another enhancement bonus. I suppose it’s more for balance/uniformity than any particular logic about the whetstone/blade relationship. I can see how that kind of thing could get out of control, though I think it would be really limited in this case.


kinevon wrote:
Eh. Only works if both the bow and arrows are non-magical
PRD|Whetstone wrote:
...This only works on nonmagical blades.

I see nothing prohibiting you from using a whetstone to sharpen mundane arrows for use with a magical bow (if indeed you are able to use it on ammunition at all).


I'll take Kyra, then.


Is Zinou still interested?


Me too.


Eben and I have played prince of augustana.


Bummer, Eben. I'm pretty sure I can play that one, or I'm open to others.


Cross-posted in Gameplay.


Now recruiting 2 players for We Be Goblins Too! This will be a super-fast game (multiple posts per day), as we need to finish before Game Day 4!
 
 
2 spots! Be quick!


I could get credit as player or GM, so I'm open to either. Anyone else interested in a super-fast, must-be-finished-by-Gameday-4 module?

2 spots open!


Sweet, thanks! We Be Goblins Too!, perhaps? I've got a friend, Eben, who would fill another spot.


I'm desperately looking for 1 more xp for a level 3 character in the next two weeks. Is anyone interested in a super-quick pbp session?


Wow, thanks. That's all good to know, as at least one of my players is in a Silverhex game with me, as well. I don't think it's wrapping up soon, though, so they may be out of luck.

It's good to know that they can assign it just to a new number - I didn't know if the VC required a character name.

Thanks again for the quick responses!


I just ran a group through We Be Goblins! and one of the players wants to know if he can save the credit to apply to a future character (yet to be created). I can't find anything on this, but I wanted to dig a bit deeper before giving a final answer.

If it is possible to bank module credit, how do I report it?


I think I'll go with the Skald. I'll get an avatar/bio ready.


That would be me!


Paging GingaNinja and VinGoodman. There are some surly goblins outside, looking for you.


I've got a halfling barb I'd like to start. I'd like to run with this next guy Desh, if possible.


Character: Reta
PFS# 125008

Question: Do you care how close our avatar name is to our character?


Awesome, thanks for answering that! I just couldn't seem to find it anywhere!


I'm about to run We Be Goblins!, and there is a boon listed on the chronicle sheet - I have a few questions.

1) Do all the players get this boon, or do I use the 'rolling for 1 or 20' system I've seen in other games? Is this usually specified in the module, or is there a 'way it's always done?'

2) Is this boon available to a player on replay of the module? (Replay based on Guide To PFS Organized Play v6.0 p20)
 
 

The aforementioned boon:
[  ] You Be Goblin!


william Nightmoon wrote:

I'd like to use my kobold sorc

Madic

Sorry Nightmoon, GM G completed recruitment on these two tables (unless you can talk him into a third!) Also, We Be Goblins is exclusively played using pre-generated characters found in the AP.

GMG wrote:

Pregenerated characters for We be Goblins


Reta
Chuffy
Mogmurch
Poog


Mark, I believe you will find your group as we decide in order. You should be able to pick from what's left, and choose group if both are available.


Mark Williams wrote:
I will grab unto Mogmurch!

Woah, woah, WOAH! It's not that kind of Goblin party...


I'll go for Mogmurch, if he's open, but I have no real preference - they all look fun.


I'll tag along, if there are any spots left.


I forgot to ask about horses. Did you guys buy mounts, or were they supplied with the army?


Ross Byers wrote:
Thom. wrote:
What are the group's thoughts on picking up another couple of Wands of CLW? Could be good for keeping momentum between fights and conserving our "on demand" resources.
Fine with me. We spent our whole time budget this time around, but in the future Lucius can assist Thom in recharging the empty wands.

Turook also has 520g he can contribute.


Lurkin'

I'll have something for you real soon.


Let the home games begin!


My dog is a Dwarven Cleric


Linking to the new thread in Rules Questions, to keep it simple.


Ssalarn wrote:
Bane is one enchantment, keyed to different triggers. So fo the purposes of the referenced ability, you should be able to choose "Bane" and then each time you purchased your set of 10 you'd decide what type it needs to be keyed to.

That would be cool, but could you cite an official source/reasoning for that?

Sniggevert/Undone, for clarity, are you suggesting that they are indeed multiple enchants? If you happen to track down which AP you referenced, I'd be interested.


Thanks, Talib.

Inigo Montoya wrote:
Let me explain - No, there is too much. Let me sum up.

I'm asking specifically in regards to this Boon:

Boon wrote:
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

When you choose an enchantment, is Bane the enchantment, or would it be something more like Bane (Human). It's worth noting that the boon requires an enchantment be chosen, but not a type (as that would be wildly specific.)

The opinion has been hashed and re-hashed, so I'm focusing specifically on whether Bane is one enchantment, or many.

I did find this thread, which basically ends up settling on this:

DM_Blake wrote:

Bonus Types

Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties — a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.
 
Two or more "untyped" penalties always stack - unless they are from the same source.

This generally covers whether these stack, but is possibly relevant.


3 people marked this as FAQ candidate.

Is Bane a weapon enchantment, or grouping of individual weapon enchantments that share a name and similar functions?
 
 

PRD wrote:

Bane: A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe. To randomly determine a weapon's designated foe, roll on the following table.

   d%        Designated Foe
01–05        Aberrations
06–09        Animals
10–16        Constructs
17–22        Dragons
23–27        Fey
28–60        Humanoids (pick one subtype)
61–65        Magical beasts
66–70        Monstrous humanoids
71–72        Oozes
73–88        Outsiders (pick one subtype)
89–90        Plants
91–98        Undead
99–100      Vermin

Does the above snippet describe a single enchantment with many options, 13 enchantments with subtypes, or 24 (or so) individual enchantments under a common grouping?


Acedio wrote:
To the OP: As some advice, it's not constructive to tell people that "their answer is insufficient" when they misunderstand your question. The solution to that is usually rephrasing the question so that they understand. Unnecessary hostility is unnecessary.

Acedio, on the first part - I don't think anything constructive happened on this thread until Bardez showed up. I'm currently looking into a scroll of Summon Bardez, to alieviate such issues in the future. My frustration with earlier posters' attitudes remains, and was just that - frustration. I agree that any hostility here is unnecessary, but maintain that I was not the one that instigated it. I do appreciate your input, and am happy to move on.

Talib Aguiye Ironsi wrote:
Lekku wrote:
Is Bane a weapon enchantment, or grouping of 24 individual weapon enchantments that share a name and similar functions?
That sounds like an excellently precise FAQ question for the Rules Questions forum.

Thanks, I'll try that.       Ooh boy, here we go again.

 
 
 
 
Update: Talib, I've done just that. Thanks, again.


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Finally.

@Bardez - Yes, that is exactly what I'm asking. Apologies if my explanation muddled things.

Imbicatus wrote:
There would be nothing stopping you from buying 10 arrows each of EVERY applicable bane type cheaply, to effectively have bane (everything).

@Imbicatus, Yes, I realize that some would think that overpowered. What you describe would require 24 individual subtypes (if my math is right), and 10x stacks run 1660.5g. Your point is completely valid, but I wouldn't personally call 39,852g cheap. I'd call it overkill. Currently, I don't have any characters that can afford a single stack of 10 of any flavor of Bane, so the point is moot, for me.

@Chris Mortika - I don't know what you would plan with bone (oozes) but I'd rather not be present when it's activated    8D

@Talib Aguiye Ironsi - That's sort of the crux of the matter, and my initial assumption. Maybe a better question would have been this: Is Bane a weapon enchantment, or grouping of 24 individual weapon enchantments that share a name and similar functions? If it is the former, then I would assume that the ability doesn't change. If the latter, then yes, 4pp would obviously be required to change it up. While I'd still like to find clarification on this point, I'm just happy that there are a few posters out there that are willing to dicuss it rationally.

Bardez, Imbicatus, C Mortica and Talib - Thank you very much for your patience and feedback, and for restoring my faith in humanity (at least on paizo.com).


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