That wouldn't have occurred to me, but now I'm curious if I'm missing a written rule. Can a tiny creature end its turn within melee range of another creature, even if its reach is less than 5 feet? Does each creature have to be located in the *center* of its own square?
RiverMesa wrote:
Thanks! And I love that idea about the shadow puppets.
Opsylum wrote:
Shows you how often I check these responses, right? :) That's helpful to hear, and I've found the same thing--the tiles are excellent for quick, smallish encounter spaces. Can't wait till we can all do more in-person games so I can experiment with them more. I keep wanting to make larger layouts with them, but I haven't quite found my stride.
This spell made me wonder about the order of Counteracting and spell effects triggered by it.
CRB p.372 wrote:
Opsylum wrote: Going to throw my hat in there for a mansion/dungeon/castle interior pack. I'd like that too, but I'm skeptical that they could pull it off. In 42 double-sided tiles, it seems like there's room to provide a couple of kinds of enclosed spaces, a couple of kinds of open spaces, and two or three 'interesting thing in the middle of a space' tiles. I'm not sure that'd be enough. Then again, have you tried the dungeon tiles and the Dungeon Decor pawns? I can see something castle-ey emerging with those. There are things I really like about flip tiles, but I haven't had much success really using them. The end result doesn't feel much more immersive than a map drawn in marker on a mat, which gives me way more flexibility. If they're working well for you, I'd love to hear more about it.
Narratively, I can get behind the explanation that a snare isn't just the device, it's also the terrain it's set into. Plus a bunch of judgments about placing and concealing it. IRL, if I "disassemble" a snare trap, I'm just holding a rope.
Themetricsystem wrote:
Taja the Barbarian wrote:
That would explain it. Sounds like an incomplete feature, and since none of my PCs have Snare Crafting at this point, I'll just avoid it. Thanks!
I was putting together a list of treasure for an upcoming session, and noticed that the Treasure tables in the CRB include several types of snares. If a character opens a chest and finds a snare, then what, exactly, do they have? What can they do with it? If there's a way to take a snare from your inventory and place it on the battlefield, what is that action?
Haladir wrote: Put together a baby-sitting circle with the families of other gamers with children... Yeah, we've done that for other events, back before the plague. Good idea. Haladir wrote:
^Wisdom. CrystalSeas wrote: The most obvious answer is time-trading. Good advice. We certainly apply that idea for occasional activities, but I'm not sure either of us have set up a regular 'night out' since we've had kids, so it'll be a new undertaking. Thanks for the advice and encouragement. One of these days, I'll have a group again!
On p 300 in the CRB, there's box that says "Scholars of magic widely agree that all of existence is composed of some combination of four essences," namely Matter, Spirit, Mind, and Life. Does this actually come up anywhere in rules? Seems silly to add one more layer of categories on top of tradition and school, but I can't find any other reference to this concept in any spell or rule. What are these for?
I'm trying to get back into tabletop games after a few years, and one of the big changes since I last played is parenting. I have 2 kids under 6, they are wonderful, and they make it very hard to schedule things in multi-hour blocks. I know I'm not the only one in this situation, so I just wanted to open the question up to the board. If you are a gamer with small kids, what has worked well for you? Particularly if you're in an online group. Is your game night strictly a "hire a sitter" activity, or have you found other things that worked? Do you warn your GM/group there's a nonzero risk of screaming children? Have you found other players sympathetic?
This seems common-sense, but I can't find it spelled out in the core rulebook: A feat's level is a minimum required level to acquire that feat, right? So in addition to all other requirements for a feat, I can't pick a level-3 feat until I'm level 3 or higher?
Helpful analysis! Familiars seem cool to me. And from a pure roleplaying perspective, I think they open up a lot of cool possibilities.
glass wrote:
I'm just assuming there was a bitter, scorched-earth argument over someone wanting to strap on their eleventh magical item in the middle of a battle, and this set of rules is the solution everyone could live with. Good enough for me!
I'm new to Pathfinder, working my way through the rulebook, and I'm trying to wrap my head around item investiture. My CRB says on page 531 that "Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity." Can all characters do that? Is an "activity" a term I should be aware of?
About SebbikSebbik Rannob
Strength 11 [+0] Constitution 11 [+0] Wisdom 13 [+1]
----------------------------------------------------------------- Defense: Perception +8 Fortitude 15 (10 [Base] +0 [Class] +4 [Level] + 0 [CON] +1 [Equipment])
Damage Threshold 15 (Fortitude)
Notes None ----------------------------------------------------------------- Offense: Initiative +11 Normal Speed 30 ft. (6 squares)
Base Attack Bonus +3, Melee Attack +3, Ranged Attack +7 Ranged Attacks:
Sporting Blaster Pistol +7 (3d4 +2 damage [Energy], 20 [-0] / 40 [-2] / 60 [-5] range, 100 shots [power pack]) – kept in a concealed holster Notes +1 to attack and damage rolls against targets at point blank range (Point Blank Shot feat); no penalty for firing into a melee (Precise Shot feat); +1 bonus to attack roll when taking two swift actions to aim (Careful Shot feat); can move both before and after making a melee or ranged attack up to total speed (Running Attack feat); swift action to turn blaster to 'ascension mode', range of 30 squares and can be raised or pulled along at 12 squares/round (Ascension Gun) ----------------------------------------------------------------- Talents/Abilities: Expert Pilot You may reroll any Pilot skill check, but the second result must be accepted, even if it is worse than the original roll. [Racial – Duros] Background (Orphaned) As a result of your life as an orphan, you know how to take care of yourself. When you spend a Force Point to add to a skill check in an untrained skill, add an extra 1d6 to the skill check. [Gain Gather Information as a class skill] Gimmick You can issue a routine command to a computer as a swift action. [Class – Talent (1st Level)] Master Slicer You may choose to reroll any Use Computer check made to improve access on a computer, keeping the better of the two results. [Class – Talent (3rd Level)] Force Points [+1d6; x7] May be spent as a free action once per round to roll a six-sided die and add the result to any attack roll, skill check or ability check. The bonus die may be rolled after the check or attack roll is made, but before the result is known. Force points may also be spent to avoid death when reduced to 0 hit points, falling unconscious instead. Force points are gained at each level in an amount equal to five plus one-half character level and are lost when used. Proficiencies Pistols and simple weapons. [Scoundrel Class] ----------------------------------------------------------------- Feats: Point Blank Shot You gain a +1 bonus to attack and damage rolls at point blank range. [Scoundrel Class Bonus] Skill Focus (Use Computer) You gain a +3 competence bonus to Use Computer skill checks. [1st Level] Precise Shot You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty. [Scoundrel Bonus Feat (2nd Level)] Careful Shot If you aim (2 swift actions) before making a ranged attack, you gain a +1 bonus on your attack roll. [3rd Level] Running Attack When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. [Scoundrel Bonus Feat (4th Level)] ----------------------------------------------------------------- Skills:
Acrobatics +6 [+4 DEX, + 2 Level]
Climb +2 [+0 STR, + 2 Level]
Deception +7 [+0 CHA, + 2 Level, +5 Trained]
Endurance +2 [+0 CON, +2 Level]
Gather Information +7 [+0 CHA, +2 Level, +5 Trained]
Initiative +11 [+4 DEX, +2 Level, +5 Trained]
Jump +2 [+0 STR, +2 Level]
Knowledge +6 [+4 INT, +2 Level]
Mechanics +11 [+4 INT, +2 Level, +5 Trained]
Perception +8 [+1 WIS, + 2 Level, +5 Trained]
Persuasion +2 [+0 CHA, +2 Level]
Pilot +11 [+4 DEX, + 2 Level, +5 Trained]
Ride +6 [+4 DEX, + 2 Level]
Stealth +11 [+4 DEX, +2 Level, +5 Trained]
Survival +3 [+1 WIS, +2 Level]
Swim +2 [+0 STR, +2 Level]
Treat Injury +3 [+1 WIS, +2 Level]
Use Computer +14 [+4 INT, +2 Level, +5 Trained, +3 Skill Focus]
Languages: Basic, Durese, Bocce, Binary, Huttese ----------------------------------------------------------------- Gear: Simple clothing (tan flight pants, light blue shirt, dark boots, dark leather flight jacket) Heavy Blaster Pistol 'Ascension Gun' (with power pack (50 shots); wears in obvious fashion on a hip holster) [2.0 kg] Sporting Blaster Pistol (with power pack (100 shots); kept in a concealed holster under his jacket for emergencies) [1.0 kg] Utility Belt [0.2 kg] holds:
Durable rucksack (with shoulder straps) [0.5 kg] holds:
Credits Remaining: 21 Total Encumbrance: 11.0 kg (Maximum Normal Load = 29 kg)
----------------------------------------------------------------- Background: Sebbik Rannob grew up in the floating metropolis of Radion, one of the many domed cities that orbit about the planet Duro, the polluted home planet of all his race, and though his childhood was typical for a duros of his age, that all changed when he learned of his ‘true’ parents at the age of seven, when he met them for the first time. Since birth, the only parents that Sebbik knew were those that had cared for him all his life. His father was a well-paid and respected government engineer, responsible for modifying starship cruisers to make them faster and more maneuverable while maintaining their structural integrity. His mother stayed home with himself and his two sisters, teaching Sebbik and his female siblings of the knowledge that would allow them all to lead productive, educated lives when they grew old enough to either enroll at a university or enter the government at eighteen. Sebbik’s age landed him squarely in the middle of the children, with younger Koora getting on his last nerve just as often as she charmed him into doing whatever she asked of him. Older Selena possessed a rare sort of humor that could be counted on to make things alright when squabbles arose, and Sebbik loved them both each in their own unique manner. But Makai and Kiris Rannob were not Sebbik’s true parents, as he learned at very young age. They were his foster parents, and though his blood parents loved him as much as they would any normal child, their own lives were hardly ‘normal’ in any sense of the word. At the age of six months, young Sebbik had been delivered to Makai and Kiris by a robed Cerean who had a tiny babe in his arms. The Cerean was a Jedi Knight named Se-Bijk, after whom Sebbik had been named by his parents to honor their good friend. Though Sebbik had been born to his parents out of love, his birth was quite unexpected. Sebbik’s blood parents were named Kadlo and Lai Veeg, his father having been good friends with Makai during their early years, when Kadlo had been a government test pilot for many of the modified cruisers that Makai had designed. The two had parted ways some thirty years earlier, after Kadlo decided his job was not ‘exciting’ enough for him and he boarded a transport for one of the outer rim planets. Frequent communication between the two friends had kept them up-to-date on major life events, and in fact they had each served as the other’s ‘honored brother’ at their respective wedding ceremonies. Lai was a Jedi Knight, who had met Kadlo after he’d been hired to fly a sleek cruiser ship on a critical mission important to their order. The two had forged a strong friendship during the year-long mission, and soon after bonded their lives together, becoming a team that proved its worth many times over in the years thereafter, serving the Jedi Order in a variety of ways that Kadlo could not divulge with any detail to his long-time friend. It was five years after Kadlo and Lai had been married, when Se-Bijk appeared on Makai’s doorstep with the babe in his arms and paperwork for a sizeable trust fund that would help care for the child. Kadlo had spoken with his old friend when Lai became pregnant with Sebbik. They had not meant for a child to come from their union for many years, after they had left the Jedi Order, in fact. Their marriage had been met with reservations ranging from mild to stern by their colleagues, for the Jedi Order quite nearly forbade their members to have family due to the strong emotional attachments that are formed, fearing such ties as ways in which a Jedi could be manipulated to act against the Order – or worse, to be pushed to the Dark Side. With Sebbik’s impending birth, they faced a most difficult choice, and in the end, Kadlo and Lai felt that their lives would be far too dangerous for their child, and so they sent Sebbik away to be raised by Makai and Kiris. He would not see them, nor even know that his parents were any other than those who raised him, for seven years. The truth was difficult for him to understand, but his parents truly loved him (as did his foster parents), which helped Sebbik come to terms with the idea in time. Still, his parents visited when they could, and Sebbik loved them almost in the manner of a favorite aunt and uncle, though he knew the bond between them was much stronger than that. But how could he see them as his ‘true’ parents, when it was Makai and Kiris who had raised him nearly since birth? Then came the rise of Emperor Palpatine and the New Order, who branded the Jedi as traitors to the old Republic. The Jedi were hunted down across the galaxy and destroyed systematically. The fate of Kadlo and Lai was unknown entirely to Makai and his family. Sebbik was devastated, refusing to believe the hateful propaganda espoused by the Empire and knowing that the Jedi Order represented the true ‘good’ in the universe. And so it must be the Empire itself that was evil, given this belief on Sebbik’s part. A conviction he held strongly enough in his heart that he knew he must do something. Makai and Kiris understood this, and too they knew of the desire of so many Duros to leave their home planet to seek other places, as his sister Selena had already done more than four years prior in traveling away from home to attend one of the most prestigious universities in far-off Coruscant, taking on a job as a well-respected educator there soon after her graduation during the past year. But they knew as well that Sebbik would be headed for danger if he insisted on searching for his parents, one of whom was a known Jedi – a wanted fugitive of the Empire if she yet lived. And so it was that Sebbik left home at the relatively young age of nineteen, giving his oft-time childhood nemesis Koora a tearful hug good-bye - which was returned with as much emotion as was given- as well as several more for his foster parents. He departed Radion with a decent amount of capital, what remained of his trust fund -now his after gaining legal age - and set out into the vast universe to find what happened to his parents. Hopping from world to world soon appealed to Sebbik’s innate sense of adventure, and he soon learned new skills to complement those he had developed during his formative years, becoming a fair pilot himself, as his father before him. But life in the cold universe was more difficult than his young mind could imagine, and Sebbik’s trust fund soon dried up as he bounced across the many worlds in search of his parents or any Jedi at all who might know of their whereabouts for nearly a year. He honed his computer skills over that time span, hacking into Imperial computers in the hope of finding information related to other Jedi or his parents. This often brought him the unwanted attention of the local authorities and the young duros always managed to stay one step ahead of them, usually by offering his services as a very fine and instinctive pilot to merchants and other less savory sorts in need of such to move their cargo and avoid blockades by flying through dangerous areas of space. Though Sebbik was happy to supplement his savings with such income, he never particularly enjoyed working with the dangerous gangsters (including the occasional Hutt) who traded in drugs and weapons (he strictly avoided transporting slaves), but did find an inner join in working with simple merchants who sought ways to avoid the overburdening tariffs and taxes imposed upon shipping goods in between worlds. Though he wouldn’t make much of a profit in these types of deals, Sebbik soon came to see himself as a crusader for the oppressed population that seemed to find themselves overlooked within the great cogs that ran the new Galactic Empire. A cruel and evil Empire that Sebbik has come to hate with every fiber of his being. Sebbik is a lean and rangy duros (6'1", 73kg) with the usual greenish/grey skin devoid of hair and large, staring red eyes. Sebbik is quite young (20 years) and is normally clad in simple clothing. He carries a heavy blaster on his right hip and a smaller, sporting blaster concealed under his jacket as well as a utility belt. A rucksack holds his heavier gear. ----------------------------------------------------------------- Campaign Notes: The briefing room aboard the Resurgence is clean and white, with
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