Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Pirate GM wrote: Lazarus isn't awake unfortunately just unconscious and stable, also you're going to get bit by both AoOs unfortunately, for another 12 damage. (Would miss even FF, and not a lot of great options for you that don't involve standing) Sorry, forgot he was still unconscious. Both AoOs is fine, it lets everyone else come in. I had only seen the spoiler for the one, so thought maybe the other didn't have one or something. Maybe some day I can roll higher than 10 on an attack and make all this worthwhile...
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
I had independently gotten to 50hp prior to this hit, before I saw you were tracking it, so I think that's right. Furious at being knocked down, Tarbh stands and rushes into the position best suited to skewering Prefect! Stand, Stride into a flank (now that Lazarus is awake), Strike. This provokes the AoO from Preserver, I think, which lands, dealing more damage to Tarbh. +1 horns (1st attack) vs. flank: 1d20 + 10 ⇒ (6) + 10 = 16
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 Tarbh, in his rage, manages to deflect most of the shards with his wildly-swinging horns.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Furious at his previous miss, Tarbh charges at Prefect! Sudden Charge, Strike +1 horns (1st attack): 1d20 + 10 ⇒ (10) + 10 = 20
+1 horns (2nd attack): 1d20 + 5 ⇒ (8) + 5 = 13
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"We ain't no stock t'be turned inta sausage, ya git!" Flecks of spittle flying as Tarbh bellows his rage, a set of wide bull's horns sprout from Tarbh's forhead as he charges into the mist! Rage, Sudden Charge (into a flank if there's one available based on where Zandu ends up). +1 horns (1st attack): 1d20 + 10 ⇒ (7) + 10 = 17
"There's two'a the scunners in here!"
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Who'sat?" Tarbh grips his fencepost tighter as he peers into the room. Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Frustrated that Cariad beat him to the punch at the southern panel, Tarbh charges over to the east, a bull heading toward a glass-tube shop. Crafting, guidance, clue in: 1d20 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh follows Hampton down to the Southern panel, putting his hefty shoulder into the rubble to clear a path. SOUTH
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
A stout dwarf clambers up the gangplank, wearing a breastplate made from a hammered-out feed trough and a large fencepost tied across his back. He glances nervously at the water as he does, his expression only slightly improved when he reaches the deck of the ship. Wherever he goes, the feint whiff of cow seems to follow. "Howdy. Name's Tarbh."
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Hi everyone! I'm playing Tarbh, dwarf ranch hand from Rahadoum. He's a hard worker, but his temper sometimes gets the best of him. He sometimes takes care of things via the big fencepost he carries around, but when he really starts seeing red he tends to charge in head-first instead. I need to update his header to match his current level still. I've played this once (green) and GMed it once, but both were long enough ago that I've mostly forgotten the details.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh's heavy breathing slows after a moment, and the wicked horns retreat into his skull as he regains his composure. "Tha's cheatin', Tarafi! Ah was 'bout ta run 'im through!" The sound of the bellowing zombies cuts his kvetching short. "Yeah, alright. Le's get a move on." He hefts the statue once again, and with Pip's help carries it to the waiting cart, the axles groaning in protest as they set it down.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh charges after the fleeing necromancer, leaping out the window and quickly dropping off the roof before running to gore him! Hard to see the distance on that map, but I'm guessing that he had to spend an action to open the window, so probably didn't move more than two move actions. Since the window is already open now, Tarbh can move then sudden charge, meaning he can do three moves plus a strike, so I'm hoping that means he can catch up and attack. Either way he will take three moves toward the necromancer. Reflex to Grab an Edge: 1d20 + 4 ⇒ (6) + 4 = 10 If Tarbh is able to get close enough to strike: Horns (1st attack): 1d20 + 7 ⇒ (2) + 7 = 9
Piercing damage: 1d10 + 6 ⇒ (3) + 6 = 9
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh ignores the skeleton's blow. Instead, intent on his prey, he charges up the stairs, searching for the fleeing Ralthiss. Perception: 1d20 + 6 ⇒ (15) + 6 = 21 Pausing there until I know (a)whether I know where he is, and (b)how much movement it took me to get up the stairs.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
When Tarbh's turn rolls around, will he be able to just stay hot on his heels up the stairs, or will I need to spend an action searching for him?
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
I agree that the heal probably hit the zombie but not Tarbh. "Y'ain't gettin' 'way from me, yeah evil git!" Tarbh shouts as vicious horns sprout from his head once again and he charges at the necromancer! 1. Rage, 2. & 3. Sudden Charge around the stairs to the back side of him (provoking from the zombie, if it has an AoO). Horns (1st attack): 1d20 + 7 ⇒ (11) + 7 = 18
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh nods to Pip, then sets down the statue. Once it's safely out of hand, he shouts "Whelps? I's a full-grown cur!" and charges all the way into the room (possibly provoking from the skeleton, if it's still up and can do such things) and up to the necromancer, punching the man in the face! One action to set down the statue, two actions to Sudden Charge! Nonlethal fist (1st attack), IC: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Ok. Ah think ah can carry it on mah back if you c'n keep it balanced and me pointed in th'right direction."
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
With the new backpack rules, if he stows his weapons in his backpack Tarbh can carry another 11 bulk before he's overburdened. I don't think it's worth trying too hard to stay under the encumbered limit, as we can always set the thing down.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Fort save, drained 1: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 "VARMINTS!" Tarbh lowers his pointy head and charges forward toward the remaining bug! Horns (1st attack), Inspire Courage: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Horns (2nd attack), Inspire Courage: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"VARMINTS!" Tarbh roars at the scuttling creatures before him, sharp horns emerging from his forehead as he lunges at the nearest beast! 1st action: Rage, 2nd action: attack, 3rd action: attack. Targeting blue, unless it goes down in which case switching to red. Horns (1st attack): 1d20 + 7 ⇒ (10) + 7 = 17
Horns (2nd attack): 1d20 + 2 ⇒ (20) + 2 = 22
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh scratches his head when he spots the statue. "Hey y'all, ah found th'statue," he calls out to his allies. Don't know why anyone'd make a statue of a wagon wheel, though. You'll be shocked to learn that a farmhand from Rahadoum has no religious education :P
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Eh, a big ol' statue, huh? Sounds heavy. Good thing ya saw t'the cart, huh, Salliss?" Turning to the bedraggled man, he extends a hand. "Ah'm Tarbh. Niceta meetcha." Tarbh is ready.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Returning from the cart, Tarbh seeks out Trildyn and Tarafi. "That cart ain't gonna hold if we find anythin' heavy. One'a y'all wanna give it another once-over?"
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Alright. Back in a sec." Tarbh hefts the corpse of Pathfinder and heads for the door, intending to set it into the cart (which I assume we hitched up to the horse and brought with us, since we went to the trouble of fixing it).
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Perception to examine body: 1d20 + 6 ⇒ (6) + 6 = 12 Tarbh scratches his head as he continues to examine the body. "Dunno."
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh stoops and examines the body, but is too distracted as he reacts to every creak and groan of the ancient building. Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh stoops to examine the body. Perception: 1d20 + 6 ⇒ (15) + 6 = 21 "Somethin' bad happened ta this little...gnome? Halfling? Hard to tell, exactly."
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
As far as I can tell, the only remaining checks that we know about are the ones to examine the body and the one to repair the cart. Does that sound right? Having no real training when it comes to dead bodies, Tarbh goes to check on the horse, then stands guard in the middle of town, looking for further signs of trouble.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Re-reading that initial description, there's also a broken cart next to the chapel. Could be useful if repaired, now that we have a horse. Anyone feel like doing some crafting to repair it? Do we have any sense of how long we have? We figured out who the horse belonged to, right? One of our missing Pathfinders, Larraz.
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
Tarbh pops his head outside and calls to his more learned companions, hoping someone can help him make sense of what he's seeing. He then goes back to the body and takes a closer look. Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"How 'bout we take you over to that nice-lookin' paddock over there whilest I check out the tavern, huh?" Nature: 1d20 + 4 ⇒ (18) + 4 = 22 Tarbh guides Desert Wind over to the paddock, then pushes his way into the tavern (pausing to look for more nasty mold first). He whistles when he sees the destruction within, then sets to looking around. "Dang. Somethin' good happened here, an' then something real bad happened." Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Desert Wind, huh? That's a good name fer a horse. Where's yer buddy Larraz, though?" Tarbh checks the horse over, looking for any wounds, then looks through the saddlebags. "Well, I bet good ol' Larraz won't mind, huh?" Tarbh pops the cap off one of the minor healing potions and quickly chugs it down, putting the empty bottle back in the saddlebag and the other potion in his pocket. Still down from the first fight. healing: 1d8 ⇒ 3
Male dwarf barbarian 3 | hp: 58/58 (rage temp hp: 0/6), hero points: 1 | AC 20 (rage 19) | F+10 R+6 W+8 (+2 F/R vs trip, shove, knock prone) | Speed 20ft | Perception +8 | Current conditions:
"Woah, there, horsey. Y'ain't likely to find many other friendly, livin' folk 'round here, so how 'bout ya play nice, huh? Here, I gotcha some oats!" Diplomacy, background: 1d20 + 0 + 2 ⇒ (20) + 0 + 2 = 22 "Where'd you come from, 'nyway?" Tarbh says, admiring the animal as it eats. "Who brought a fine horse like you out here?"
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In a recent session, an interesting situation came up (not me, but one of my players). His improved tumor familiar (small elemental; he's an alchemist/wizard multi) was killed, but since we have a druid it promptly had a Reincarnate spell cast on it... which has led to a slight problem, in that it has reincarnated, based on the list, as a half-elf. Except, of course, that a half-elf does not technically qualify for being a familiar that I'm aware of. I ruled that yes, Reincarnate and other resurrection-based spells can work on things from the Improved Familiar list, but does it remain a familiar? Or would the bond be "broken" and thus it would be separated? Now, I'm not opposed to letting it remain as a half-elf familiar ("A wiz-erm, druid did it!"), but can anybody see any particular problems or similar that could arise? Or interesting plot hooks I could work in surrounding his familiar? Is there precedent for something like this occurring? The player also has Leadership, and has voiced to me the possibility of allowing him to swap out his current cohort for his new half-elf familiar (so it would be a cohort and still benefit from the familiar bonuses, but he'd no longer have his current cohort). As a reference, this player is largely not an optimiser, so I don't have much fear that it'll see any abuse if I do allow it. Although opinions on any potential abuses I might need to curb are also welcome.
I posed a few questions on this to James Jacobs, and was redirected here for FAQing. It concerns the interaction of the Beyond Morality ability with various other elements of the game (and alignment system, specifically). It seems to have some perhaps-unforeseen repercussions on a variety of game elements. The text of the ability, for reference purposes: Mythic Adventures page 50 wrote: Beyond Morality (Ex): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favourable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment. Now, this ability raises some questions that I can think of, and possibly some that others can come up with. First, the obvious stuff seems to be that spells like Holy Word (and friends), Detect Evil (and friends), and similar types of magic won't work. This is no issue, and is spelled out in the ability. The problem comes up in how it interacts with certain other abilities. 1) For example, the Divine Source power allows the possessor to grant divine spells. The domains selected by the character taking it must match alignment if possible, unless alignment is neutral. This is an immediate issue, because somebody with Beyond Morality has no alignment. What is the most favourable alignment to treat them as for this purpose? Can they just select any two domains that they want? 2) Clerics must be within one step of the god they follow. If you have Divine Source and are a demigod, and also have Beyond Morality... what alignment are you for purposes of the one step rule that your clerics need? Can you literally have a cleric of any alignment, from LG to CE? Are you considered neutral? Or something else? Can you even have any clerics at all, since they obviously would be incapable of being your clerics? 3) How does somebody with this ability interact with spells like Atonement? The text of the relevant section: Atonement spell (emphasis mine) wrote: Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. I think the question here is obvious, considering the text of Beyond Morality as "you have no alignment" - clearly there is a disconnect. How does this ability interact with atonement spells? Does the caster count as whatever alignment he feels like counting for in context of the ability? So, for example, one morning he could cast the spell to redeem a CE character to LG, and that afternoon he could corrupt a LG paladin to CE? Does the spell even work for him at all? There is plenty of reference to being the target of effects concerning alignment in the Beyond Morality text, but not if you're the source of it. * Those are the three most notable concerns I came up with after perusing the ability for a little while. There may be others that have been noted elsewhere as well, but I do think this ability needs a bit of clarification on just what it entails.
Winter Witches (the archetype) are limited to taking a patron from the following themes: Ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter or wisdom. Now that there's a new patron (Fate) that is used by Baba Yaga, would it be reasonable to include the Fate patron among these ones? It would seem to fit both with the general pattern of winter witch patrons (e.g. occult, portents, wisdom - they all fit to Fate as well) as well as with Baba Yaga in general (she is, after all, the one who created Irrisen, and witches seeking to follow in her footsteps are noted as often choosing the Fate patron). Was it intended to be permissible for Winter Witches by design, or should it not be allowed? Because thematically at least, I can't see any reason to prohibit it. |
