Hellknight

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Organized Play Member. 3 posts (51 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Internal investigations, which is what the firm has been hired to do, have traditionally been performed by law firms. That’s not always the case today, but is still generally the trend. The skills needed for to perform an internal investigation tend to overlap with those needed for fact development for a lawsuit. That’s outside of the skillset of consulting firms unless they specialize in investigations. Another advantage of using a law firm is that work product created by the firm will enjoy greater protections from discovery in the event of a lawsuit.

Law firms that represent employers generally only represent employers, and vice versa for firms that do plaintiffs work. Firms can quickly run into client conflicts by representing both employers and employees in employment disputes.

The statement that most consulting firms are law firms is incorrect. Law firms are subject to regulation by state bars that consulting firms don’t want to get into, and there are restrictions on sharing legal fees with non-lawyers.

The suggestion that a firm be jointly hired by the company and the union is probably not doable. The firm would be subject to directly competing client interests and would be prevented by ethical rules from representing both in the same matter.


Interested.


I'd be interested. I'm fairly new to Pathfinder and this would be my first PbP game. Here is a paladin I've worked up.

Ilbryn Felmirr:

Ilbryn Felmirr
Male Elf paladin 1
LG Medium humanoid (elf)
Init +3, Senses low-light vision; Perception +2
Aura aura of good,
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DEFENSE
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 12 ((1d10)+2)
Fort +3, Ref +3, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 20 ft.
Melee curve blade, elven +4 (1d10+3/18-20)
Ranged shortbow +4 (1d6/x3)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

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TACTICS
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STATISTICS
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Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 14,
Base Atk +1; CMB +3; CMD 16
Feats Weapon Finesse
Skills Diplomacy +6, Heal +4,
Languages Common, Elven
SQ aura of good, detect evil, elven immunities, elven magic, keen senses, low-light vision, weapon familiarity,
Combat Gear rations (trail/per day) (4), torch (2),
Other Gear curve blade, elven, scale mail, arrows (20), backpack, chalk (1 piece), flint and steel, rope (hemp/50 ft.), shortbow, bedroll, outfit (monk's), holy symbol (wooden), sack, waterskin (filled), 5.87 gp
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SPECIAL ABILITIES
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Aura of Good (Ex) You project a faint good aura.

Aura of Good

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.