Steven,
I was playing in a game last week, and I had Careful Teamwork going, and I had need to cast Saving Finale. Is this possible? I was arguing that we had "a bardic performance in effect", but he believed that would only be during the 3 rounds of actual performance to generate the effect. We moved on, but he recommended I post here for an opinion.
I hate to dig this up almost a year later but what about a bardic performance like Careful Teamwork from the detective archetype. I believe that saving finale is triggered on the effect and not the actual performance and hence could be triggered anytime within that hour.
Opinions?
This is sort OOC but: "Lucky trinket- Player can choose another object that can be use in place of a faction shirt for a " shirt reroll" for this particular character. This would still only allow one reroll per session. Describe it in detail below." I understand that this would discourage shirt purchase, but it is only for one character, and it encourages Con attendance, so I think it is a fair trade. Personally, I would love to have a "lucky" coin prop to flip at the table that would actually have some game effect. Or a hat I could always wear to the table that would "announce" that I was playing a particular character. Or even a stuffed animal that represented your familiar. :)
I am currently running a CHA based Ninja, that focused on disguise. I have run every adventure as a completely different persona with outfit, gear, and back story (Leading to one of the game organizers registering for sessions as "Not a Ninja.") However, my favorite was when playing Feast of Ravenmoor in December. I used my Caravan boon as a changing room to disguise as: the Taldoran merchant running the caravan, her Chelixan slave and record keeper, and her Varisian gypsy consort. It was especially good, since I kept succeeding in disguise rolls, so the other characters were constantly complaining that the Pathfinder (the Taldoran merchant) keep staying in her wagon and while sending the gypsy and the servant to do all her work with the party. It was very fun. :)
Eric- I thought might be the case but wasn't clear. Thanks. Scott- Didn't know that. Love me some gold stars.:) Chris- I agree. I always try to play before I GM because I prefer the surprise. Pain- I would also like to play a character through its paces, because I think you get a better since of who that character REALLY is. However, with a job,wife,baby, etc. I get very limited play time (Maybe 2 scenarios /month) So it is very hard to make the decision to between my love of GMing and my love of playing. In addition, finding time to TRULY learn a new scenario can also be hard. Being able to run a scenario I know and love (Bloodcove Disguise for instance)would make it easier.
Regardless I plan to run scenarios whether I get credit or not, but a little benefit would help my limited time problem, (Although, the counting toward GM stars is encouraging.)
I am sure this has been discussed before, but I am curious why you can’t get credit for running a PFS scenario multiple times. This is how I see multiple credits currently: Negatives:
Positives:
I am a low level PFS character and was looking for neat items to add to my bag of tricks, when a came upon the campfire bead. It brought me to several questions. 1) What would be the effect is I used Sleight of Hand to slip it in somoene's pocket, and then activated it? 2) if I drop it in a hex during combat would it be difficult terrain? Would it do damage to someone in that hex? 3) if I gave it to some else to use it as a sling stone, and then said the command word after launch, what would happen? Just some thoughts. Thanks.
nosig wrote: b-a-c-d works for me. I've just been told you became visible just before your attack. So someone waiting with a readied wand of vanish might (depending on the order of the Readied actions) be able to Vanish the rogue before C. An aside but on the same topic, this means that the ability of a storm born sorcerer to make a weapon have the shock effect is not effective on his own weapon til 4th level since the duration is 1/2 level, correct?
If you are using Weapon Finesse does it change the type of attack from str based to Dex based? I am asking because if you have something that benefit str based attack ( such as strength surge from the strength domain), would it still add to an attack using weapon finesse since the melee attack is still str based but you are just replacing the bonus with Dex. Thank ahead of time.
About Soladil BranexStatistics:
Male Keleshite Aegis/Soulknife 2
CG Medium Humanoid (Human) Init +2; Senses darkvision 60 ft.; Perception +3 ------------------------------ DEFENSE ------------------------------ AC 18, touch 10, flat-footed 18 (+8 armor) hp 28 Fort +7, Ref +5, Will +4; +1 vs spells, spell-like, supernatural abilities of evil arcane casters, +2 vs divination, +2 vs hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches Defensive Abilities stalwart, evasion, 25% chance to ignore crits; DR 2/- ------------------------------ OFFENSE ------------------------------ Speed 30 ft. (20 w/ armor) Melee Mindhammer +8 (2d6+7/19-20), or Mindhammer +7 (2d6+10/19-20) Ranged Mindhammer +3 (1d8+7/10 ft.) ------------------------------ STATISTICS ------------------------------ Str 20, Dex 11 Con 18, Int 14, Wis 7, Cha 8 Base Atk +2; CMB +6; CMD 16 Traits Carefully Hidden, Reactionary, Warded against Witchery Feats Combat Expertise (f), Improved Iron Will (1b), Iron Will (1), Lightning Reflexes (h), Power Attack (f), Prodigy (Craft [alchemy], Craft [clockwork])(2), Psionic Talent (b), Weapon Focus (mind blade)(SK) Skills 2 Autohypnosis +3, 2 Climb* +3, 2 Craft (clockwork) +9, 2 Craft (alchemy) +8, 2 Perception +3, 2 Spellcraft +6 (+7 to identify spells cast by evil arcane casters), 2 Swim* +3, 2 Use Magic Device +4 (8 points; 2 background, 4 class, 2 INT) ACP -6 *ACP applies to these skills FCB customization points (2/4) Skill Bonuses +1 Spellcraft to identify spells cast by evil arcane casters Languages Keleshite, Osiriani, Taldane Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Astral Repair (Ps) An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. Blade Skills Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill's description.
Bonus Feat The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level. Form Astral Suit (Su) (4 points) Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
Form Mind Blade (Su) As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
Shape Mind Blade The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Throw Mind Blade All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades have a range increment of 10 ft., per the Two-Handed Throw Blade Skill. Whether or not the attack hits, a thrown mind blade then dissipates. Wild Talent The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat. Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-103 lb. Medium 117-233 lb. Heavy 234-350 lb. Current Load Carried 83 lb. Gearmwk. backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin, hex nails (2), salt (5 lbs.), crowbar, alchemist's kit, masterwork clockwork tools, astral half-plate, Money 309 GP 0 SP 0 CP Background:
Soladil was one of two Keleshite children anywhere near his age in his hometown in Taldor, the other now being his wife, Izora. Their families, again, the only two of Keleshite descent in the village, had been friends for a long time, having moved to the village, for reasons Soladil still doesn't know, together a generation ago. Soladil and Izora really only ever had each other, they couldn't make friends with the other village kids. The only reason their families weren't driven from the village outright was their parents' skill at their various professions. Soladil's mother was a clocksmith, and his father an herbalist, while the Branexes were both skilled healers (nonmagical). Neither got along too well with their parents either, blaming them for their situation. Thus, it should come as little surprise that when a strange, injured owl, with black-dappled white plumage, fell out of a tree with two broken wings, neither told anyone about it. They were ten at the time, and at first their reasons were the simple ones of a child, rebellion and the thrill of sharing a secret. But it quickly became apparent that this was no ordinary owl, as it began to teach Izora. She learned quickly, and the familiar was an able guide and tutor, having survived the murder of its previous master, a witch of fair power (5-6),though it refused to share details. Soladil played willing test subject to the mind magic she was learning (mind patron), and gradually it worked its way into him. leaving him slightly more resistant to ill-intented magic. A few years after they first found the familiar, a half-hearted attempt was made to retrieve or kill it, Soladil doesn't know which, although Skree, as the familiar often lamented her name was, could think of no reason she would be wanted alive. Izora and Soladil considered it half-hearted by the ease with which Izora dispatched the handful of winter witches sent after Skree, but Skree knows that these were no mere apprentices. Years passed, the pair married, and the villagers gradually became suspicious of the minor magic Izora showed them when curing their ailments, but they kept Skree hidden, and the townsfolk were unwilling to risk losing a magical healer for the time being. And then, when both were 27, restless and discussing going out to see the world, Izora simply disappeared. Without a word of farewell, or a note of explanation, Soladil packed, bought supplies, and set off with Skree on his shoulder, following theirs bonds with his wife to Heldren, just as the villagers being to notice strange happenings. Appearance and Personality:
Soladil is of average height, but obviously a very strong man, with thick muscles and a sturdy build. He wears his beard long in blatant disregard for his station, but does not style it in any way. When manifested, Soladil's astral suit is a formidable mass of what appears to be dark steel, covering his entire body, with only narrow slits for him to see out of, as well as adding a good foot to his five feet and six inches of height. Soladil is a suspicious man, and slow to trust, but he is very accepting of others. He has a few seemingly odd rituals he performs, keeping all of his possessions covered in salt, and keeping much iron on his person. These seem like superstitions to most, but Soladil has found them useful. Soladil is very blunt, not one to skirt around matters, he prefers a head on approach, but is smart enough to know that it isn't always the best idea. Questionnaire:
Some of these could be seen from the backstory, but I wanted to put them all here anyways. -What was your childhood like? —It would have been hard, if he hadn't had Izora. As it was, they could easily ignore and avoid many cruelties, simply because they had someone else to play with. Soladil remembers his childhood fondly, as one big adventure. -What is your relationship to the gods and religion? —Soladil pays his respects to the Dawnflower, but he is not particularly devout. He is grateful to her for the good things in life, but does not blame her for the bad, seeing them as challenges put before him so that he may improve and help others as he does. -Do you have an easy way with strangers? —No, Izora was the talker, Soladil is not very good with people, and is slow to trust anyone -Do you play well with others? —Once you get over the initial mistrust, Soladil is very accepting of others, having lived his whole life at the side of a witch, he has little concept of what others may consider strange, different, or otherwise worthy of being shunned -What draws you to the life of an adventurer? —Soladil loves adventures, but he loves his wife more, so he was content to stay home until she disappeared. -Do you identify with a particular animal or element? —Soladil has always liked canines: dogs, wolves, foxes, he likes them all -What do you find creepy? —Soladil hates bugs. Everything about them seems unnatural to him. -What specific goals do you have, if any? —Rescue his wife, go home. Soladil sees no reason to complicate things. -What secrets do you have? —Soladil seeks to hide the nature of Skree, and his wife's as a witch, more out of habit than any reason to. -What does someone else know about you that you do not? —Izora and Skree both know that his psionic abilities stem from his constant exposure to Izora's magic, but Skree insisted she not tell him. -Do the ends justify the means? —Absolutely, especially if the ends are getting his wife back. Things For The GM to Work With:
-Skree: Soladil can't communicate with her, but the idea is that she is from Irrisen, so she could be useful for giving us a nudge in the right direction -Izora: Soladil's primary motivation. Despite having made her an integral part of my backstory, I don't feel comfortable roleplaying their relationship. I was thinking that after the campaign ended, Soladil and Skree would simply leave, following her call to another place. Those are just ideas I had, I'm sure I forgot about something, basically, my backstory isn't off limits to work with because I didn't mention something, and these suggestions aren't set in stone. You are the GM after all. |