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Organized Play Member. 17 posts (4,057 including aliases). 6 reviews. No lists. No wishlists. 33 aliases.

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Pan wrote:

You've got to be kidding me.

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Male Elf Seaman

It's WFRP. If a peasant is ever happy, the universe reacts violently and with prejudice in response.

For confused people:

Here's a guide

  • Everyone has two half-actions. They add up to a full action. Everyone has unlimited free actions. A free action is anything that takes a second, like talking or crying while holding a bleeding stump. Rounds are ten seconds long.

  • If you have Dodge Blow the skill, you can Dodge. If you don't, you can't, ever, sorry. The GM lets you buy in any career it out of the generosity of his heart. If you have a legit weapon in your off-hand, you can parry as a free action once per round, and if you take Parrying Action (see below), you can do it twice. You can only Dodge once per turn. You can't try to Parry and Dodge the same attack.

  • Your speed is your Movement characteristic x2 in yards. A move moves you that. Charge moves you double. Run moves you triple. Dolwen has a Mov of 5, meaning he moves 10 yards, charges 20 and runs 30.

  • Damage is 1d10+SB if it's a hand weapon plus any other modifiers from talents. If it's a special melee weapon, you may add or subtract damage or have neat qualities to use, but we'll assume you're swinging your trusty hand weapon. Ranged weapons have their own modifiers-- a bow is 1d10+3 flat, for example, or a throwing dagger is 1d10+SB-3.

  • Shooting into melee gives you an automatic -20% on Ballistic Skill.

  • When you hit, flip the roll you made and check the chart to see where.

    Hit Location wrote:

    01-15 - Head

    16-35 - Right Arm
    36-55 - Left Arm
    56-80 - Body
    81-90 - Right Leg
    91-00 - Left Leg

    In example, if I roll 1d100 ⇒ 14 and hit, I flip it to 41 and look on the chart. Left arm. Got him.

  • If you roll a 10 on damage, you can roll to hit again with all of the same modifiers. If you hit, you've invoked Ulric's Fury. Roll another d10 and add it. If you get another 10, roll another. Keep going until you stop rolling 10. It adds up.


  • Aim (Half Action)
    Add 10% to your WS or BS on your next action, provided it's an attack. It doesn't last round to round.

  • Cast (Varies)
    Most spells have a cast-time. If you spend an extra half-action, you can using the Channeling skill. You can only use this action once a round.

  • Charge Attack (Full Action)
    You move your full movement and attack with +10% WS. Minimum of 4 yards/2 squares etc etc I don't think we're using maps. Unlike Pathfinder, you can turn mid-charge.

  • Disengage (Full Action)
    If you are in a fight with someone, and want to leave-- you must disengage. It moves you one movement away. If you don't, everyone in the entire fight who wants to can take a free non-action attack on you. Don't run away without disengaging. It's a bad move.

  • Move (Half Action)
    You move your speed.

  • Ready (Half Action)
    This isn't Pathfinder's "declare a thing" ready. It means taking items out or unsheathing weapons. You can also put away an item in-hand at the same time. So if you've got a bow out and you want to sword, one half-action has the bow safely stored and the sword in your hands. No Pathfinder "AWAY MY CROSSBOW" free actions throwing your priceless artifacts to the ground to engage in melee.

  • Reload (Varies)
    Guns have a reload time. It takes that long to load them.

  • Stand/Mount (Half Action)
    You get up from the ground, or mount an animal.

  • Standard Attack (Half Action)
    You make one attack, melee or ranged.

  • Swift Attack (Full Action)
    If you have multiple attacks, you make them all. You need Attacks 2 or better to use this. If the weapon you're using is a loaded pistol, you get max 2 attacks, one per weapon.

  • Use a Skill (Varies)
    If you want to use a skill, like basketweaving, in combat, the DM will tell you a skill test to make. Most skills in combat are non-actions.


  • All-Out Attack (Full Action)
    One attack at +20% Weapon Skill in a "furious melee attack." After, you can't parry or dodge. For the people who can't parry or dodge, I'm just saying: Get furious.

  • Defensive Stance (Full Action)
    You don't attack. Attacks on you get -20% Weapon Skill.

  • Delay (Half Action)
    Your turn ends immediately, but you get a half-action for later, which you can use at ANY time for ANY reason. With the GM's style of simultaneous combat, I don't see this being used a lot.

  • Feint (Half Action)
    You make an opposed Weapon Skill test with your enemy, and if you win, your next attack can't be parried or dodge. If you don't attack right away, you lose your bonus.

  • Guarded Attack (Full Action)
    One attack at -10% Weapon Skill. You get +10% to Parry and Dodge tests.

  • Jump/Leap (Full Action)
    Jumpin' is a full action. Don't go caterwauling around on the battlefield.

  • Manoeuvre (Half Action)
    An opposed weapon skill test pushes the enemy one square. If you want, you follow. This doesn't disengage you, and you can't push them into terrain features like spiked pits or fireplaces, so what's the point of this action?

  • Parrying Stance (Half Action)
    You can now parry if you take a half-action to get ready to parry. If you have a weapon in your off hand, you don't have to take this to parry, but if you do-- you get two parries a round.

  • Run (Full Action)
    You boogie your full speed, giving enemies a -20% on Ballistic Skill to hit you. But melee gets +20% Weapon Skill to hit you, so it's a fair trade.

    These are all the types of action, generally speaking.


    In conclusion,

  • 1) Roll your WS or BS to hit

  • 2) If you roll under your WS or BS, you hit!

  • 3) Flip the number to find out the hit location, and let the GM know in case someone is parading around with only a gauntlet on, or no helmet, or other things.

  • 4) Roll 1d10 plus any general modifiers for damage. This is usually your SB plus or minus depending on weapon, or a unique value.

  • 5)They record it, subtracting for armor. They might roll for critical now and die horribly.

    Critical Wounds

  • If you hit 0 hp, you're not dead. You're just being critically hit.

  • All damage beyond 0 is taken as a value. So, if I have 3 wounds and take 10 damage, I'm rolling on +7. If I have 10 and take 11, I'm rolling on +1. Yeah-- on, not at. +1 through +10 are different 1-100 tables that determine how likely you are to die. It goes without saying that +1 is likely to survive and +10 is probably dead.

  • Roll a d100. Lower is better. Depending on where you were hit, a low number could be dropping things, stumbling or disorientation. A high number is instant decapitation, instant death from shock or instant death from "whatever spectacular and gore-drenched fashion the player or GM cares to describe." Limb loss is entirely possible.

  • But if you do die! You have...

    Fate Points

  • You have two things tied to fate points-- Fortune Points and Fate Points. I won't go into fortune points because I don't know if the DM is using them, since it's the most-commonly houseruled rule in the game. But fate points are special.

  • Every fate point you have is like an extra life in a video game. If you die and spend a fate point? You live instead. You don't shrug it off and just keep standing, though. Most of the time, you're out for the fight, but your Fate Point says-- you live through this. You don't get coup de graced after. Here's your next chance-- take it.

    I hope this is helpful. Next time, I'll go over Insanity Points...

    GM, feel free to make any corrections for house rules.

  • Liberty's Edge

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    Female Human F Human CN Inquisitor 1 | AC 15 T 13 FF 12 | CMB +1 CMD 14 | HP 9/9 | F +4 R +3 W +4 | Init +3 | Perc +7

    "What were that?" Rosie asked, cheeks aflush and bodice half-undone. Business as usual. The man chortled threats from the street like a half-drunk duck, struggling to take his feet.

    "A card." Viviana clapped her hands together to rid them of the dust. Rosie squinted through long eyelashes.

    "Were it? Fancy that, a card." She pursed pouty lips. "Y'know what of?"

    "Referring to the gentleman, but yes, a card." Viv kept it curt. She tried minor act of prestidigitation to hand it to Rosie. It didn't work out the way she wanted. Less gusto.

    "'S a pretty, i' 'tis," she half-mumbled.

    "Don't know what it is." Viv kept an eye on the sailor. He was still sliding. Foul mouth on that man. Distracted by a curious notion, she looked at Rosie over a sultry shoulder peppermarked by tattoos of skulls and waves. "You want it?"

    "If'n' please! Y'know I lov' trinkets." Of course she did. The girl had a drawer full of knick-nacks and children's toys upstairs. Viv had fallen down the stairs once because of a lost wagon.

    "Go ahead," Viv said. "But, for it, you need to do your sister a favor." They were as related as water and milk. In accord with the Goddess, they were sister enough. Rosie's rapt attention reminded Viv of a puppy begging for scraps. "Go fetch my bow and arrow and let Mistress Sandra know I'm stepping out."

    "O'course, sister," she said, but waited. "So I can keep it?" Viv's stare sent the former scullion maid scrambling to find her sister's weapons.

    She pulled on a thick sleeved cloak-- the kind longshoremen wore, hooded, long, thick as armor and twice as durable. A breastplate would rust in the Korvosan air, but a greatcoat would just mold over. A pinch would get you a clean up from any Acadamae student on the street. More for your money. It sat on her shoulders commandingly, gave her the air of an admiral. Covered the tattoos. Her hat matched her dress, finally.

    Rosie brought Viv her things, and she slipped them onto her thigh and held her bow like a walking stick. If it rained, she didn't want it to bow and break. It wasn't magical, after all.

    With a nod to Rosie, Viviana steps out of the House of Calistria, following the streets and roads of the city that are stretched out like veins over the dying, cancerous heart of Korvosa. 3 Lancet Street. Sunset. It was almost sunset, blast it, and she knew she didn't have time to waste.

    There were only two ways for this to go do: It was Gaedren Lamm baiting her into a trap, or the note was honest. Either way, it got her closer to Lamm. Thinking just bought time for self-doubt, and after that came indecision. Best to act now.

    The water puddles break under her boots. Did it rain? She didn't remember.

    In Korvosa, sometimes it felt like it was always raining.

    Grand Lodge

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    Female Human Cleric 3; HP 21/21, AC 17, touch 13, flat-footed 14; Fort +3, Ref +3, Will +5; Perception +2, Initiative +6

    "No, no. This treasure is poop."

    Grand Lodge

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    Female Human Cleric 3; HP 21/21, AC 17, touch 13, flat-footed 14; Fort +3, Ref +3, Will +5; Perception +2, Initiative +6

    Ordinary Heroes: The Angstening

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    It's 3 days to train 1 hit point so I'm pretty sure it isn't a huge deal unless the PCs have a massive amount of downtime to train their hit points.

    Have you ever played a character with low hp? Because it's just sad. I had a frontline melee brute Swordsage in a Pathfinder game once. D8 hit die class. I had 14 Con and at level 8 I had 31 hp. My HD rolls were 8, maxed from first level, then 1, 1, 1, 1, 1, 1, and 1. The backline Cleric/Sorcerer Mystic Theurge with 12 Con and toughness had 65, and the Fighter had close to 100. I'm actually glad they gave an option to retrain hit points-- it gives people like my Swordsage the ability to actually function instead of how I ended up playing, which was ultra-defensive powers instead of any of the cool flashy offensive abilities I had, only because if I got hit once or failed a reflex save I could go from full to dead.

    Retraining hit points is fine because, as the DM, you can limit their downtime if someone is trying to retrain the 270 days it might take a level 12 barbarian to take all of his HD and max them.

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    I had an old player who would rename my NPCs to really derogatory things. Sometimes that just crushes your desire to play.

    Years later, we remember Ashley Gainsworth, daughter of Thor and integral part of the plot, far better by her name as "*female genatalia*-waffle" than any other title.

    Grand Lodge

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    Female Human Cleric 3; HP 21/21, AC 17, touch 13, flat-footed 14; Fort +3, Ref +3, Will +5; Perception +2, Initiative +6

    Not sure why sneak attack doesn't function on critters. Are they immune somehow?

    Also, 0 damage = 1 nonlethal. C'mon ya'll! I said that!

    Dark Archive

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    That's a really cool character right there! but I'm thinking it might suffer from some of the stuff our kind GM here brought up in regards to my character.

    Why would we keep you around instead of killing you? You're a dangerous insane person. You killed someone randomly. Why didn't the sheriff hang you?

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    Male Human Barbarian 2; AC 14, 11 touch 13 flat-footed; HP 21/27, Fort +5, Ref +1, Will +0; +2 trait vs. fear; +1 Initiative, +5 Perception
    AC 12, 9 touch 11 flat-footed; HP 14/16, Fort +6, Ref +1, Will +2; +2 trait vs. fear

    Smoke looks at her hand for a moment before she withdraws it, and seems perplexed-- but then smiles. "Sorry I ever left."

    Sense Motive: 1d20 ⇒ 11

    He listens intently to the story, taking a sip from the clay mug in front of him. Serial killers? Tongues and eyes? He had a mental image of the alter, eyes blazing and staring, tongues laid out like lamb flanks across it, some angry symbol in the middle and winced. Maybe not the best imagery for eating. It didn't bother him too much, and he forgot about it soon after she'd said it.

    Shoanti soldier with a Shoanti name, huh? Sounded familiar.

    At the end, he asks "And the rest? Of the troubled past, if I can ask, you know," dumbly, not sure if he's supposed to be interested or not.

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    Male Human Barbarian 2; AC 14, 11 touch 13 flat-footed; HP 21/27, Fort +5, Ref +1, Will +0; +2 trait vs. fear; +1 Initiative, +5 Perception
    AC 12, 9 touch 11 flat-footed; HP 14/16, Fort +6, Ref +1, Will +2; +2 trait vs. fear

    Smoke passed by the barely-clothed girls, paying them quite a bit of attention. There was a cathedral, sure, a great carving of elk or something, a lighthouse, but he was, well, himself. They stood there in the setting sun, light bathing across cloth and skin and he had to appreciate that. Architecture and art could come later.

    His stare was returned by the girls, who seemed far more amused than him. He glanced behind himself and one shook her head. "You've got pie behind the ear," she helpfully pointed out between giggles. He hooked it out with his finger. "I guess I do. Imagine that," he deflected-- trying to keep a cool demeanor in front of the girls. He flicked it off onto the ground. They could definitely see through that.

    "You're pretty tall," another observed, approaching him with an amused smile. He craned his neck after Cadas to find that she was appreciating the cathedral at the moment, a good twenty feet away or more. He had a second. "Thanks," he said as the girl thrust a bill into his hands. He glanced at it but didn't read, asking "What's this for?"

    The girl winked and turned a bare shoulder. He turned his head like a confused puppy. She made a levering motion with her hand and forearm. Smoke took a moment to look at the bill again, and his face flushed red. With a stammer, he excused himself to the growing laughter from the girls-- who he definitely knew weren't just handing out fliers for friendship. He wasn't one to pay to have girls talk to him-- or treat him to... nevermind! Brothels were an old man's place. Right? Why hadn't his dad written about this kind of thing in his journals? He stuffed the flier into the pocket of his bag, hiding the evidence instead of doing the smart thing and getting rid of it.

    What was the polite way to say 'thanks, but no thanks' to that kind of offer?

    He caught up to Cadas, pushing through the crowd to find her talking to an older man with a brace of horses. He didn't interject, standing close by so she could finish her taciturn business and they could move on.

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    I'll quote a post I did on this topic in another thread:


    That's what I was thinking too. The map of the world is based off of old European maps of America that are like "Yeah it's about ten miles wide :)" and it's actually a very large landmass. That's Arcadia.

    The paragraph on Arcadia opens up with talk of "insidious whirlpools" and "ravenous sea monsters."

    To get to Arcadia, they'd have to pass through Azlant, which is described has prominently featuring "moldering wreckage[s] of countless ships dashed upon sheer cliffs".

    Then sailors would have to sail back after they dropped them off.

    I do not think they will want to travel for something like 6 months to turn around and just go back.

    The PCs would also want 3 boats in case one is damaged permanently. No one in their right mind would rent a boat to someone who is going to take it to somewhere extremely dangerous that people are famous for not coming back from. The PCs could steal one, I guess.

    So, 3 longships is 30,000gp.

    Right now, let's just assume the journey will take, at minimum, 8 months. There and back.

    Next, they're traveling through some of the most dangerous territory on earth. They're going to want crewmen and guards, clerics, spellcasters. For the crew, that's easy. 450sp a day, or 45gp a day. 8 months of journey means it'll cost around 11,000gp to just hire these people. But each of them want it in advance because they might not make it home. They all also want insurance for their family, so they demand 100gp up front. That's another 15,000gp just to pay off the mundane crew.

    For guards, you need people trained to fight horrible beasts. So some real guards. Going by caravan prices, it'd be around 100gp to hire a hireling trained to fight (guard). So, 100gp a month is only 800gp. Score. But you need around 40 of them. 32,000gp.

    You probably want 4 things: a guide, a cleric, a navigator, an arcane spellcaster. A guide is impossible-- this journey has never been made before. A cleric? Impossible-- you'd have to hire your own, so I hope your group has 3 clerics that are at least 5th level for Remove Disease. Arcane spellcasters are the same. I assume something like 3,000gp per caster is enough, so you are paying 18,000gp there. (If your PCs object, ask them how much they would ask for if they were asked to go on an adventure by a wealthy person where they will spend over a year sailing and likely die. If it's above 3,000gp, say they're getting a deal!) A navigator likely has an even more specialized skill set than an arcanist, so we'll assume each one is 3333gp.

    So, you are paying:
    15,000gp for insurance to hirelings
    11,000gp for hiring hirelings
    30,000gp for the ships
    32,000gp for armed and trained guards
    18,000gp for arcane and divine casters
    10,000gp for navigator
    = 116,000gp

    So, that's 150 hirelings, 40 guards, 9 specialists, and 4 PCS for 203 people.

    1sp per day for poor food makes it 20.3gp a day. 8 months is 240 days. 4872gp to buy food for these people for the entire trip.

    And after outlining all of this, turn to the PCs and ask if they have between them a single rank in swim.

    I did this math before Skulls and Shackles came out and declared a minimum crew requirement, but it's still over 100,000gp if the PCs plan on making it there and back.

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    They do. All the time. Constantly.

    You just never notice.

    Futurama! wrote:

    God Entity: Bender, being God isn't easy. If you do too much, people get dependent on you. And if you do nothing, they lose hope. You have to use a light touch, like a safecracker or a pickpocket.

    Bender: Or a guy who burns down a bar for the insurance money.

    God Entity: Yes, if you make it look like an electrical thing. When you do things right, people won't be sure you've done anything at all.

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    Cranefist wrote:

    I don't ever play 20 point buy. 13 points is just fine. And two of the characters he is traveling with are fighters - the lowest of the low on class tiers, so I don't feel bad for the guy with the strongest class having lower stats. The fact that he crammed his stats into INT for no good reason is his fault.


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    I do enjoy the irony that pissedoffplayer is annoyed that their GM is following them around in real life, and that their GM followed them to the forums right after.

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    Just arcane bond with your unarmed strike and be done with it.

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    Remember that Laughing Touch is a spell-like ability and provokes an attack of opportunity when used.

    Not really seeing them wanting to provoke attacks on the 2d6 x3 crit ogre hooks later in the adventure.

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    Piccolo wrote:
    Second, I should point out that as DM, you need to have the Imp ACTING like an imp, that is, according to its alignment and motivations. It probably wants to corrupt the Oracle. If so, it should have taken steps toward doing so. This would tip off the Oracle as to what the Imp is really about.

    Piccolo brings up a good point-- A major, major part of DMing in a constructive way is to always be transparent about your world. I've had PCs react REALLY poorly to their own metagame constructs before, despite all evidence, and at one point you legitimately need to sit down and tell the PC what's going on.

    If you want the imp to be good, it can be good and you just have to hint at that. If it's going to be neutral, it can be neutral, hint at it. If it's going to be evil, it can pretend to be good, just hint at it. Make it obvious. That kind of thing, so that the PCs know that the imp is evil or good or neutral and can go from there, or that they understand that their actions may be making it head towards another alignment. Be frank and open if you need to be.

    Transparency helps a lot. It makes the game less hidden and helps the PCs understand the true nature of their actions.

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    Helping nazis even though they're nazis would probably be a good-aligned action.

    Extending the hand of redemption and all that.

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    Revan wrote:
    Been playing Chrono Cross, ice Titan?

    How'd you guess? :(

    Been playin' KOTOR over there, Revan?

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    Reign of Winter spoilers for my PCs! Seriously avoid guys. (They like to read my posts-- who could blame 'em?)

    I'm going to play up the alternate reality angle instead of the Taldor/Irrisen swap so that I can use a homebrew world I'm working on right now. The PCs will be important because they are alive in the "Taldor" world but dead in the "Irrisen" world-- I plan to take the Taldan noblewoman and just make her a villager, turn her into a kind of childhood friend/love interest for a PC, and then when they go to Irrisen, Nadya is that girl in an alternate universe and the PC's alternate self is her dead husband. I think that should sow some serious drama.

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    Dual-wielding cleric with air and fire domain.

    At level 3, can dual-wield a battleaxe and a cestus, can shoot lightning, can shoot fire. Can use burning hands or produce flame for flame shock, can channel to heal for healing rain, can spontaneous heals for other heals. Shield of faith is earth shield. At 7th level, can cast blessing of fervor for heroism/bloodlust.

    If you want, you can create an archetype and take his domain's 8th level abilities to give him something reminiscent of totems-- this totem grants +1 per 5 to attacks and damage, this totem grants +1 per 5 to the DCs of spells, this totem grants 3 resist per 4 etc, usable as a standard action 3/day, no more than one totem active at a time. Base them off of judgments, but give them to the entire party for only his Wis in rounds.

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    He sounds like he's mad because he just shouted angrily at everyone and nobody listened.

    Which is the proper response. Not listening, that is.

    Tell him to explain himself or to talk at the table instead of getting pissed that nobody can read his mind. If he said "I want to draw the snake out of the water by placing a water elemental on the other side; my character shouts, 'Get back!'" then this wouldn't had been an issue. People would've understood. The dwarf could've cut a rope and booked it over to him.

    I love the "noob" comments. If one of my players spoke to me like that there wouldn't be a lot of discussion. I'd probably be happy they left the group. That's just a horrible attitude.

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    That sounds like a world of unending horror.

    If I caught someone stealing from party loot, it'd be a "This person leaves the party or I do. This person is a crazy thief who has been stealing from you, and I am not. Choose wisely" situation, and I honestly can only think of a few characters who would not react that way-- they'd just kill him.

    It's a bad idea.

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    Chaotic evil. Revels in the destruction of life, even their own, for the sake of the destruction of life.

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    Male Human Oracle 2

    Walter charged across the room, sliding on his knees and overbalancing-- he let the sword slide to the wayside as he came to rest beside Lem. He took stock of the situation-- ghostly chains, a lifeless Lem, a horrible chill. He let his thinking brain do the work for a moment, seeing if there was anything he could recall, but when his mind came back blank he knew what to do. Walter rose his hands up, making the sign of Desna before bringing them down onto Lem's back. He drew the spiral of Pharasma with one hand, keeping the other firmly pressed into the halfling's body. It was difficult with Dragomir shaking him, so he did his best to shoulder over, trying to gain space in a panicked quickness.

    "Whatever darkness takes this man, release him! Whatever dark hounds bite at his feet, heel! Into the light, I command you!" he said, letting a voice in his head guide his prayer-- it came out in strongly accented Varisian as a result. "Not now-- not this year, not yet," he whispered, in Taldane now, to himself as he made the gesture again. He repeated the spiral, putting his will into it.

    A voice left. Walter could hear it make the transition. Lem likely had just gained a little stranger in the head-- and it would probably talk to him.

    Lem's under the effects of my last spell-- protection from evil.

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    Pendagast wrote:
    HOW do you determine if the remove curse is successful? Hmmm? those are DCs to AVOID the curse. Not cure it. It takes a 12th level cleric to cast remove disease so you think a 6ht level cleric can cast the spell to remove the curse once it's set in? No.

    It's not a disease. It's a curse. It can be removed with remove disease or heal in the first 3 days of the curse. No other curses can be removed by remove disease because they are curses and not diseases, with the exception of mummy rot, which is a disease and a curse.

    How do I determine if remove curse is successful? You're fond of telling people to read lycanthropy so read remove curse. Here, I got it for you.

    If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed.

    The DC is 15. 1d20+caster level versus the DC. Success means the curse, which is what lycanthropy is, is removed.

    The fact that the information to remove the curse isn't in print, means it cannot be done.

    First: No points for omission.

    Second: Find me the rules for reproduction, breathing, and gravity. Otherwise, because they are not in print, they do not exist.

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    Pendagast wrote:
    What's it's DC?
    I'm afraid the burden of proof is upon you, since Lycanthropy isn't a "curse" it's an "affliction."

    Pathfinder CRB, page 557...

    Werewolf Lycanthropy
    Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects
    Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured
    Effect target transforms into a wolf under the GM’s control
    until the next morning

    And then the Remove Curse spells makes absolutely no mention of anything remotely like Lycanthropy.
    Pathfinder CRB wrote:
    Remove curse can remove all curses on an object or a creature.

    I would say the ball is back in your court but I think I ended the argument very nicely.

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    Once while playing at a game store, my group was approached by three teenagers who "wanted to get into D&D" and asked if we would give them our books.

    They were going to pawn them in to the store to play on the LAN, I'm certain, but they asked about four times-- twice before we got curt-- and then left disgusted that we wouldn't give them all of our fifty dollar books.

    Nothing else that strange though. Why'd you leave a book on the floor in a house with a pig and expect that to turn out okay?

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    William Clark 628 wrote:

    In Haunting of Harrowstone, it is said that Vrood kills Prof. Lorrimor with "one of his phantasmal killer spells".

    Okay, fair enough. However, when we get to Broken Moon and fight this necromancer, we find the following issue: He does not have Phantasmal Killer prepared, now is it listed as a spell his spellbook contains. The spellbook contains "contains all prepared spells, all 0-level spells, plus arcane eye, create undead, mirror image, and 1d6 random spells of levels 1–5"

    Ergo, when i roll that 1d6, I MUST assign one of the spells, or the only one should I roll a 1, as Phantasmal Killer? Am I missing something?

    Add phantasmal killer to that list.


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    Stitch from Lilo and Stitch. I don't care about the fact that the little blue bastard is a genius. You probably growl a lot and have animal-esque features that come out in your verbiage. Speaking is probably a task you do not partake in very often. Everything you find is probably explored thoroughly in the wrong directions, usually by placing it in your mouth. But by god do people stare in quiet euphoria when you perform Elvis's greatest hits.

    You have the wisdom of a maggot and the intelligence of a shambling mound, paired with a charisma so high it's reserved for only dragons and outsiders.

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    Monks have full BAB when flurrying.

    Rogues should have full BAB when attacking flat-footed, Dex-denied, surprised or flanked opponents.

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    For cramped dungeons:

    All doors are now double doors. Hallways are 10 feet wide.

    Enemies engage at a distance of 30-10 feet instead of 5 feet. The PCs rush forward or "hold them at the hot gates" as intended.

    As part of your question: Perception tells them where the squares of the trap are if they succeed. "There's a trap here!" Magical traps usually fire their spells from the trap's square, so knowing that the eye of the dragon is a magical trap doesn't mean much. Beating by 5 tells them what it does, and Disabling by 10 tells them how to bypass it. I'll give an example.

    For instance, Indiana Jones and the Raiders of the Lost Ark. He goes into the dungeon and sees the points of light on the wall. He knows the trap is there, but he doesn't know what it does. He waves his hand in front of the light, and the trap sets off harmlessly. He then walks by the points of light, dodging the trap entirely and continuing on.

    In gameplay, Indiana enters the temple and begins to make Perception as a move action every turn, taking 10, so he's moving at half. Because he's moving at half, he makes a stealth check as well at no penalty (there's no enemies, but he doesn't know that). His bonus is +11 (4th level character, 1 wisdom modifier, 3 trained, 3 skill focus) and so he gets a 21 as he moves. He sees the trap (21) and stops his friend. He then makes a normal Perception check and rolls a 15, getting a 26. He knows what the trap does since he beat it by 5. The GM describes what it does by showing and not telling, activating it and having it harmlessly miss Indy. Indy rolls Disable Device and gets a nat 20-- he's got a +12, so that's a 32 to disable a DC 20 trap. He beat the DC by 10, and knows exactly how it works. He chooses to bypass the trap without disarming it, because he knows he can't spare much time, and tells Alfred Molina's character how to as well. They bypass it and continue on.

    For detect magic around corners and things: That's Perception. Have them make Perception checks. Perception skill covers looking up into the corners of rooms, glancing under standing objects and keeping a keen eye out for details.

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    Everyone should just take what they need. Breakdowns like this occur when people begin to view loot as zero sum. Hell, breakdowns begin when people begin to call magical items 'loot.' It just sounds like your group has artifact envy.

    If the wielder threw away Suishen and no one got to use him, then would the other party members give him their magic items to make up for it? It's absurd. The party isn't going to break up at the drop of a hat or swap characters or whatever that makes raid-guild-loot-rules equitable. Every member of the party is part of a machine that works together. Everyone should be ensured to take items that are useful to them at no negative or accrued debt to the rest of the party. If a +2 amulet of mighty fists was present in a treasure hoard, you should not be forced to have the group sell the amulet of mighty fists because otherwise they would lord its possession over you. If gaining a magical item from a hoard makes you somehow indebted to the other players, then it's wiser to sell the +2 amulet, split the gold and buy your own +2 amulet at a net loss of gold than 'pass up' on some 'rare drop' later on down the line, or be guilted out of many other minor upgrades. Like if they're going to do that you might as well f%@*ing run DKP.

    Due to my general knowledge of how the game "magic item trade" process is, do your group discussions go like this:

    Player 1: Alright, anybody want a +3 cloak of resistance?
    Suishen's Wielder: I do.
    Player 2: You have Suishen. I have a +2. I'll take it. Anyone want my +2?
    Suishen's Wielder: I do.
    Player 3: I'll take it, you have Suishen. I have a +1. Add that to the loot pile.
    Suishen's Wielder: I can't have the +1?!
    Player 1: Dude-- Suishen. Okay, I split the gold three ways.
    Suishen's Wielder: There are four of us.
    Player 1,2,3: YOU HAVE SUISHEN.

    If it does, something's broken. Or someone's getting picked on.

    Not everything has to be equal.

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    Use the Some PDF Image Extractor. Pop open that program, load in the Wormwood Mutiny and tell it to extract by hitting play (or just extract pages 1-3). It'll extract every image in the PDF, including the imbedded ones-- and including the borders for every single page. Find the map in the folder it makes, delete the folder and save the map. It should be completely blank except for the "this distance = this miles" black-and-white line, which will be blank so you can make it as large or small as you like.

    Then open up the map in Irfanview and you can flip or resize it how you please without the hassle of the long boot up time of Photoshop (or the fact that it costs 700 dollars).

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    I was going to have her "fog cloud" the ship, but just ignore it except for flavor text descriptions. Give the PCs 15 foot non-concealment vision and have the cloud "part" any time you want them to see or know there's someone further.

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    146. *from a distance-- takes an onyx gem, closes one eye and tries to estimate if it'll fit in your eye socket*

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    magnuskn wrote:
    The common folk can take a lot of strangeness from their rulers if it can be credibly blamed on "bad advisors"

    A point of contention for my group was that it seemed like there was an abundance of evil rulers of Minkai for me to talk about due to the information in the sixth book, but I could only reliably mention one good ruler when asked. My party immediately assumed every emperor of Minkai was evil and honestly I had no information to try to combat that notion with.

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    3.5 Loyalist wrote:

    A possible problem occurs to me, how would a hot-headed barkeeper and adventurer woman, used to getting her way, go in her ancestral Asian culture? The "be demure and submissive" command is easily broken, wouldn't her personality get in the way of her "destiny?"

    What flies in one place is a faux pas in another. Strengths in one place are weaknesses elsewhere.

    I changed a majority of the texture of the last two modules for my players because once we crossed the Crown and got through the Forest of Spirits to Minkai, we all realized we absolutely hated Asian culture. This is one of the big things I had to edit-- to introduce characters who were good who were held back from trying to do good or too crippled to act, instead of... groveling and content waiting for a saviour figure to help them.

    Campaign Spoilers:

    Nothing ground my expectations to the ground more than their interpretation of the riddle Hirobashi poses to the PCs (which I had the Jinushigami of the Forest of Spirits pose instead, earlier)-- which was to kill the lord, because he was evil and a jerk, let the peasant live and leave because he's a jerk. Nobody was really in the mindset to "kill the lord and commit suicide," and since then, they definitely haven't been.

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    I misread the rules to hilarious results. Tem points out my mistake below, but I refuse to delete the epic of the +60 Stormbound Hazard chart race because I wasted time on it.

    Okay. I'm having a serious laugh over the Stormbound Hazards. There's no contest as to why a druid is the only winner of this race every year.

    For those not in the know, when the party hits the Eye of Abendego they must contest against three randomly-determined Stormbound Hazards, rolled by the GM on a 1d100 dice. The PCs make a Profession (sailor) check in return, subtracting their total from the 1d100 dice. Because the party is sailing through the Eye of Abendego, the 1d100 dice is modified with a +60. If the modified result, added to by the proximity to the Eye of Abendego and subtracted to by the PCs Profession (sailor) check is more than 100, the PCs ship begins to immediately sink. The only way to stop a ship from sinking is to cast the spell make whole, which I assume many pirate crews will not have access to.

    I've found that this race is extremely difficult to complete due to the capricious nature of the dice during these three rolls, any of which can instantly kill your entire party. After doing some trial runs, I thought it was really funny in a dry way, so here's last year's Free Captain's Regatta for your viewing pleasure. *This needs no house rules, by the way, because the PCs have Sandara Quinn on their ship, which means their ship can never be sunk by a Serious Hull Breach hazard-- she probably prepares at least two make whole a day, and starts the campaign able to cast that.*

    Assuming every ship is captained and piloted by the CR 11 Pirate Captain from the GMG, this gives every crew +21 to Profession (sailor) and will be used uniformly.

    For maximum humor, I've ruled that without a ship, the ship sails forwards without a Profession (sailor) check to subtract. My ultimate joy would be to have a boat finish the race without a crew, and is the victory condition of this exercise. An empty boat could finish the last three events in the race-- it will more than likely have a small chunk of hp missing from running into reefs, its sails will be on fire and it will have a cadre of lightning elementals living on it, but it'll finish.

    So... without further delay, the Free Captain's Regatta.

    Albatross - 1d100 + 60 ⇒ (4) + 60 = 64... 1d20 + 21 ⇒ (18) + 21 = 39 = 80.
    1d100 + 60 ⇒ (95) + 60 = 155... 1d20 + 21 ⇒ (16) + 21 = 37 = 122.
    The albatross pierced the Eye of Abendego. A split second, all of their treasure washed overboard and then their ship instantly sunk.

    Barnacled B!+!* - 1d100 + 60 ⇒ (68) + 60 = 128... 1d20 + 21 ⇒ (18) + 21 = 39 = 30
    1d100 + 60 ⇒ (98) + 60 = 158... 1d20 + 21 ⇒ (7) + 21 = 28 = 110
    The Barnacled Censor's deck became slippery for just a split second before their ship instantly sunk.

    Bonny Witch - 1d100 + 60 ⇒ (51) + 60 = 111... 1d20 + 21 ⇒ (13) + 21 = 34 = 109
    The Bonny Witch hit the hurricane's exterior and instantly sunk.

    Chimaera's Teeth - 1d100 + 60 ⇒ (98) + 60 = 158... 1d20 + 21 ⇒ (18) + 21 = 39 = 91
    1d20 + 30 ⇒ (13) + 30 = 43 vs flat-footed (assuming the entire crew is comprised of 15 CR 1/2 Shipmates from the GMG lead by four CR 11 Pirate Captains from the GMG, they're all on deck and the maximum width of the ship is 25 feet) CMD of 26 and 13.
    1d100 + 60 ⇒ (31) + 60 = 91 = 70
    1d100 + 60 ⇒ (94) + 60 = 154 = 97 = two hazards
    1d100 + 60 ⇒ (78) + 60 = 138, 1d100 + 60 ⇒ (7) + 60 = 67
    Every member of the Chimaera was swept off the ship as it dove underwater for several seconds, followed by their cargo, and then their recently-ghosted ship was plowed into by a mass of floating treasure, sinking it.

    Darcy's Pillage - 1d100 + 60 ⇒ (87) + 60 = 147... 1d20 + 21 ⇒ (12) + 21 = 33
    1d100 + 60 ⇒ (26) + 60 = 86... 1d20 + 21 ⇒ (11) + 21 = 32
    Darcy's Pillage lost its only lifeboat just seconds before it instantly sunk.

    Kelizandri's Favor - 1d100 + 60 ⇒ (95) + 60 = 155... 1d20 + 21 ⇒ (20) + 21 = 41
    Kelizandri's Favor smashed into the lifeboard of the Darcy's Pillage and instantly sunk.

    Pharasma's Price - 1d100 + 60 ⇒ (34) + 60 = 94... 1d20 + 21 ⇒ (2) + 21 = 23 = 44
    1d100 + 60 ⇒ (54) + 60 = 114... 1d20 + 21 - 10 ⇒ (18) + 21 - 10 = 29 = 73
    1d100 + 60 ⇒ (6) + 60 = 66... 1d20 + 21 - 10 ⇒ (3) + 21 - 10 = 14 = 50
    The Pharasma's Price's rudder jammed as its Captain, 1d100 ⇒ 37 Skerrit Scalesinger (fish charmer extraordinaire), desperately tried to avoid the massive ship-to-ship pileup that formed before him. The captain called out as his first mate, 1d100 ⇒ 19 Saladin Greel, teetered over the edge of the sea, the ship taking dangerous spins, uncontrolled. 1d20 + 5 ⇒ (1) + 5 = 6 = fail. As the Captain looked on, Saladin cried out in fury, "This is Pharasma's priiiice!" and leapt from the ship into the hungry waves. He was taken by the storm, most deckhands dangerously falling prone before they exited the eye.

    Promise's Bounty - 1d100 + 60 ⇒ (98) + 60 = 158... 1d20 + 21 ⇒ (19) + 21 = 40 = 58
    1d100 + 60 ⇒ (24) + 60 = 84... 1d20 + 21 ⇒ (6) + 21 = 27 = 95, two hazards
    1d100 + 60 ⇒ (82) + 60 = 142... 1d20 + 21 ⇒ (2) + 21 = 23, 1d100 + 60 ⇒ (71) + 60 = 131... 1d20 + 21 ⇒ (2) + 21 = 23
    The Promise's Bounty eyed the Pharasma's Price as it made the dangerous run. As if the ship itself was spurring its crew on to glory, the rigging came loose and began to lash them. Legends say that, as the Promise's Bounty ran aground on Saladin Greel's flailing corpse and instantly sunk, the ship itself lashed its infernal crew until the mast lowered beneath the tempestuous waves.

    Redcap - 1d100 + 60 ⇒ (67) + 60 = 127... 1d20 + 21 ⇒ (2) + 21 = 23 76
    1d100 + 60 ⇒ (53) + 60 = 113... 1d20 + 21 ⇒ (19) + 21 = 40 = 64
    1d100 + 60 ⇒ (80) + 60 = 140... 1d20 + 21 ⇒ (13) + 21 = 34 = 90
    1d4 ⇒ 3 rounds of being on its side. Reflex DC 22 or fall overboard.
    Round 1:
    1d20 + 1 ⇒ (1) + 1 = 2
    1d20 + 1 ⇒ (15) + 1 = 16
    1d20 + 1 ⇒ (9) + 1 = 10
    1d20 + 1 ⇒ (6) + 1 = 7
    1d20 + 1 ⇒ (14) + 1 = 15
    1d20 + 1 ⇒ (19) + 1 = 20
    1d20 + 1 ⇒ (3) + 1 = 4
    1d20 + 1 ⇒ (6) + 1 = 7
    1d20 + 1 ⇒ (3) + 1 = 4
    1d20 + 1 ⇒ (7) + 1 = 8
    1d20 + 1 ⇒ (10) + 1 = 11
    1d20 + 1 ⇒ (20) + 1 = 21
    1d20 + 1 ⇒ (14) + 1 = 15
    1d20 + 1 ⇒ (14) + 1 = 15
    1d20 + 1 ⇒ (8) + 1 = 9
    1d20 + 1 ⇒ (7) + 1 = 8
    1d20 + 5 ⇒ (5) + 5 = 10
    1d20 + 5 ⇒ (4) + 5 = 9
    1d20 + 5 ⇒ (18) + 5 = 23
    1d20 + 5 ⇒ (19) + 5 = 24
    Round 2:
    1d20 + 1 ⇒ (1) + 1 = 2
    1d20 + 5 ⇒ (7) + 5 = 12
    1d20 + 5 ⇒ (6) + 5 = 11
    Springing minor leaks, a crippling wind blowing against the tide and slowing the ship, the Redcap barely had the time to flip onto its side and deposit its entire crew into the ocean, like an animal tired of being ridden. The empty ship exited the Eye of Abendego and careened into the finish line by accident. *victory condition achieved*

    Sea's Largess - 1d100 + 60 ⇒ (48) + 60 = 108... 1d20 + 21 ⇒ (17) + 21 = 38 = 93
    1d20 + 30 ⇒ (8) + 30 = 38
    1d100 + 60 ⇒ (51) + 60 = 111 = 120
    The Sea's Largess was struck from stern, suddenly, and every member was smashed overboard into the relentless waves. Uncontrolled, the Sea's Largess punctured its hull on the crew of the Redcap, and sunk instantly.

    Skullduggery 1d100 + 60 ⇒ (53) + 60 = 113... 1d20 + 21 ⇒ (15) + 21 = 36 = 82
    1d100 + 60 ⇒ (96) + 60 = 156... 1d20 + 21 ⇒ (17) + 21 = 38 = 63
    1d100 + 60 ⇒ (30) + 60 = 90... 1d20 + 21 ⇒ (8) + 21 = 29 = 116
    The Skullduggery lost its lifeboat, and the Captain, 1d100 ⇒ 19 Samdin Garah, began to cry, knowing what was next. The ship rose up on a massive wave, the wind turning against them as it had everyone else, and then flopped itself down on its own lifeboat in a sudden spur of suicidal compulsion. It sunk instantly.

    Stormrunner 1d100 + 60 ⇒ (16) + 60 = 76... 1d20 + 21 ⇒ (2) + 21 = 23 = 112
    The Stormrunner entered the Eye of Abendego and sunk instantly on the crew of the Sea's Largess.

    Sullied Strumpet 1d100 + 60 ⇒ (57) + 60 = 117... 1d20 + 21 ⇒ (18) + 21 = 39 = 73
    1d100 + 60 ⇒ (55) + 60 = 115... 1d20 + 21 ⇒ (5) + 21 = 26 = 71
    1d100 + 60 ⇒ (8) + 60 = 68... 1d20 + 21 ⇒ (20) + 21 = 41 = 105
    Captain 1d100 ⇒ 82 Dask of the Sullied Strumpet could only watch in horror as his prized statue of Merisiel was swept overboard, smashing into his first mate 1d100 ⇒ 96 Sing-Song Sane and slipping him overboard along with it. Unable to comprehend what had just happened, the Sullied Strumpet ran aground on the shipwrecks of eleven-plus ships and instantly sunk.

    Wave Wraith 1d100 + 60 ⇒ (58) + 60 = 118... 1d20 + 21 ⇒ (11) + 21 = 32 = 40
    1d100 + 60 ⇒ (21) + 60 = 81... 1d20 + 21 ⇒ (7) + 21 = 28 = 108
    The Wave Wraith lost its anchor to a massive, heavy stone object before slamming into an old sailor singing a sea shanty as he bobbed in the tide. The Wave Wraith instantly sunk.

    Current Standings:
    Pharasma's Price - 1st
    Redcap - 2nd
    Albatross - sunk
    Barnacled B@$!& - sunk
    Bonny Witch - sunk
    Chimaera's Teeth - sunk
    Darcy's Pillage - sunk
    Kelizandri's Favor - sunk
    Promise's Bounty - sunk
    Sea's Largess - sunk
    Skullduggery - sunk
    Stormrunner - sunk
    Sullied Strumpet - sunk
    Wave Wraith - sunk

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    I'll dunk my two cents in here to say I hope that the next helpful character in an AP is a super old ex-adventurer. We need more Vencarlo Orsini types in APs, and far less "moderately attractive female character who uses romance as a reward and gets left out of the flavor text in the next five books."

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    Pharasma as the goddess of fate pretty much already knows that they're going to be rezzed or not and pre-approves it by judging the soul quickly or taking her time.

    It's free creative license for the DM to have a Raise Dead on an NPC fizzle because "they've been judged and moved on" or to have it work because they haven't. But they would never not try because as worshippers of a goddess of fate it would be blasphemous to assume they know more about the true nature of how things should be than their goddess.

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    I'm just saying, if I was a goblin and some chick with crazy fingernails and long hair stared so hard at my friend that he looked like he died then I wouldn't be sticking around for a standard action to make sure.

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    If you've seen Hostel, you've probably seen what I believe to be Zon-Kuthon's general outlook on normal, healthy sexual activities.

    If you've seen Se7en, most of that film depicts normal, common fetishes the parishoners of the Lord of Darkness share.

    Remember, kids: the safe word is.... bahahaha! Sorry, I couldn't help myself. Yes, there is no safe word. Get used to it.

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    Honestly, they probably just didn't like you. These reasons sound really flimsy to permanently remove someone from your social circle (you're not referring to them as friends, so I'm assuming). Don't take me wrong here, but you can't really discuss the topic without discussing the topic.

    Don't focus on the "oh man I took a glass of milk" thing because if they favored you they'd just overlook it. My friends are idiots all of the time and we have arguments and I just overlook it because they're fun to play with. It's probably that they didn't like you or you rubbed them the wrong way with your conduct (being asked not to curse, cursing anyways) or you played the game wrong and they got mad. Since it's the GM who had to tell you, I'm going to go out on a limb and guess that the host put the GM up to it and that the GM wanted to let you down easy instead of just telling you to your face that everyone there hated you.

    This is supported by the fact that everyone there was so socially awkward that it seems like they were too afraid or nervous to even mention to you that what you were doing was wrong. You got told not to drink the host's stuff, drank the host's stuff in front of him and he sat there saying nothing? I'm surprised they didn't stoop down to pretending to cancel the game so you'd stop showing up.

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    The thing is, that if you re-build legally, you'd just probably lose Elemental Fist and gain like, Toughness, which would honestly make you more powerful. I'm seeing "mage armor" and "the shield" and wondering what that means, though. Monks aren't proficient with shields, so I'm assuming you've got a wand of shield and a wand of mage armor? So someone else is casting these spells through Use Magic Device on you, or you have a prepared caster with mage armor and a wand of shield?

    But honestly

    I also got greater magic fang +5 cast onto my hands with permanency (came out to about 9100 Gp if i remember)

    So... explain that real quick.

    How your character went up to a 20th level druid and asked them real nice to cast greater magic fang for 650 gold. But wait one second please mister druid-- wait for me to go back and get mister wizard to come over here to cast this spell.

    Maybe you should have asked your DM before you assumed you could have a 20th level character and an 11th level character cast permanent magic on you.

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    I'm trying to wrap my head around how you play Int 2 wolves "to the hilt" in Kingmaker hard enough to TPK every non-optimized party you run.

    There's a small disconnect there-- the AP wants you to run the tactics stat block, not play the game like it's double speed chess. Most AP books won't have TPK encounters in them until the 4th book or so, where it's just written in-- I can think of a few that open up with "Save or AP Gameover" moves before then, though. It's just strange to claim that there are five to six more TPK encounters in each book if you play the NPCs right-- implying that any GM who doesn't TPK their party with those other five encounters is playing the game wrong.

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    Gorbacz wrote:
    Sniffing out souls and bombarding villages with fireballs is fine, but a little sexual violence and we're all suddenly very uncomfortable.

    I don't like the implication that being sexually tortured makes someone chaotic evil.

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    Anlerran wrote:
    The whole thing seems full of good ideas badly realised, none moreso than Isabella. I mean, the PCs have to get a treasure map off the skin of a sexy lady pirate... Is it just me, or could that situation be absolutely loaded with fun possibilities? But no; it has to be combat and death. Talk about missed opportunities...

    I agree so very hard. I expected her to be a memorable, interesting enemy. No. The worst part about this book (and it's like finding the bad egg in the basket the golden goose laid) is the sahuagin and how uninterestingly they're shoehorned into the book-- especially because everything about the sahuagin is pretty cool. They're just forced on the PCs, though, and have little to do with the plot. The return of the revenge of the random encounter. And Isabella, a super cool NPC, is basically... the revenge of the random encounter. It's disheartening, especially because my favorite kind of pirate is the ridiculous, bombastic Blackbeard-esque pirate, and I keep building up a hype in my head for "is this new NPC going to be the one" and keep getting let down. I wish there was another really good villain in these APs.

    Also, RE: Isabella Locke's backstory:

    I'm seriously so very sick of cross-species rape in adventure paths. So extremely utterly sick of it.

    Can we stop? Just stop it.

    Please. Stop.

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    Male Human Oracle 2

    If infusion works, then...

    Septimus Smythe wrote:

    "Drink this, kid. It'll take the sting out of that wound. And, well..." he pauses for a moment, and the next words seem to come at the expense of some internal struggle, "...you did good."

    Walter looks sheepish and takes the potion. He swirls it once as he looks at it, skeptically, and then drinks it all down in one go.

    "That was definitely not poison," a voice crooned in his head sarcastically.

    Cure light wounds extract - 1d8 + 2 ⇒ (5) + 2 = 7

    Walter offered the vial back to Septimus. "Um, thanks," he said, unsure if he was thanking him for his comment or the strange flavored liquid that made his leg wound stop burning.

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