Belkar Bitterleaf

Timky Tangletoe's page

16 posts. Organized Play character for James McKendrew.


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Scarab Sages

I use oversized dice because it feels much more like a group game when you are rolling against the villain, and everyone can lean in and read what you've rolled.

Scarab Sages

Indeed, all the GMs were focused on folks having fun. I did exactly that, in spades.

Have all of the sessions been logged? None of the sessions I played in Saturday, 8/1, ended up showing up here on the website...

Thanks,

TT

Scarab Sages

The 11/7/14 update to the character sheets addressed this, for the record...

Scarab Sages

Thanks for the reply!

Scarab Sages

Both the Greatclub and the Greatclub+1 give you Strength/Melee + 1d10+1. Shouldn't either the Greatclub just be Strength/Melee + 1d10, or the Greatclub+1 be Strength/Melee + 1d10+2?

Scarab Sages

Tanis O'Connor wrote:
This is not the case on my desk copy of RotR Ezren or Class Deck Ezren. To what Exren are you referring?

RotR Ezren.

Scarab Sages

Hawkmoon269 wrote:
And are you seeing that on a card or the pdf character sheet?

Definitely the PDF character sheet. I haven't dug through the card set yet.

Scarab Sages

Ezren starts with 3 Allies in his card list. If he puts one Card Feat in Allies, he gets 4. If he puts in a second, he gets 6. Is that deliberate?

Thanks,
TT

Scarab Sages

As I have a great fondness for patterns, I tend to get twigged when something breaks a good pattern. I've been looking at all the characters in the RotR, S&S, and Character Deck sets, and Arabundi (Mage Hunter) from the Ranger Character Deck is the first Role I've run across that didn't grant access to 8 new power feats. It only grants 7.

(*twig*)

No matter how many times I count, I keep getting 11 total, including the 4 passed over from the basic character.

Was this deliberate, or did someone miscount?

Thanks,

TT

Scarab Sages

Yeah, I just hate to create a new thread when this EXACT question has already been asked.

Scarab Sages

That's an entirely valid interpretation. JoAT specifies that you can take 10 on ANY skill check, while Skill Mastery only specifies situations where stress and distractions would normally prevent you from taking 10.

So, there are (at least) 3 types of answers to this.

1) Interpreting the verbiage. We've got that.

2) Judgement calls of various folks. In another discussion, a gentleman suggested that, given that 19th level bards get to take 10 for every single skill ever, it's not asking much for a 10th+ level rogue to have the same for a mere Int-bonus+3 skills. My GM, on the other hand, agreed with Lathiira's interpretation, and stuck with that.

3) What the authors intended. If anyone "official" is handy, I'd love to hear what you had in mind when you created this talent.

(At first glance, UMD is the only skill I can find that specifically excludes taking 10 in its description.)

Scarab Sages

I have a semantics question along this vein... The Trapfinding description says your add 1/2 your level to Perception checks to find traps AND to Disable Device skill checks.

So, if you're rolling Perception to do anything other than find a trap, you don't get your bonus. If you're (or your GM is) rolling Perception to see if you find a trap, you DO get the bonus. Very cut and dry.

However, the bonus to Disable Device seems to apply to ALL uses of the skill. It seems the author was very careful to limit the use of Perception, but NOT Disable Device. So, if you're using Disable Device to jam a lock or sabotage a wagon wheel, your bonus applies, even though no traps were involved.

Am I reading this correctly?

Scarab Sages

The advanced rogue talent Skill Mastery allows you to take 10 on a skill check (for certain skills) even if stress or distractions would normally keep you from doing so.

Per the skill description, you cannot take 10 on a Use Magic Device check.

On the one hand, one could argue that "stress or distractions" are not the source of the ban against taking 10. However, the word "even" implies that these are not the ONLY circumstances which you can ignore, but rather an extreme.

Can you select Use Magic Device as one of your skills for Skill Mastery? (If you did, would it do any good?)

Yes, I over-think this kinda thing. Thanks!

Scarab Sages

Eric Hinkle wrote:

I imagine there's tons of information on that in the book "The Noble Wild" which is available right here on Paizo.

I think this is a subtly different topic...

If you want animals with the same average intelligence of a human, granted by the Gods (or, in a Modern campaign, by SCIENCE!), then The Noble Wild is EXACTLY what you're looking for. These creatures gain levels much like any other race (though the "tougher" animals have racial class levels if they want to reach their full awesome animal potential, for game balance). There are even rules about those creatures who are blessed with natural advantages like Opposable thumbs (and caster levels) granting those boons to other animals in a mystical form either temporarily or permanently. All weapons are considered Exotic except, I believe, for rocks and sticks. There creatures are born intelligent, spend the entirety of their lives intelligent, and nothing short of a pissy GM will make their intelligence fade to normal animal intelligence. There are even prestige classes for playing an arcane caster's familiar.

If you start with a normal animal who just happens to be born a little exceptional, or is granted intelligence solely from being a familiar or animal companion, it's a different thing altogether. Though the mechanics in tNW might make some of this run a little smoother.

I did not schill this product. I was never here.

Scarab Sages

I had the good fortune of getting to help playtest these rules as they developed thanks to having plenty of blackmail material on the author. I will shamelessly boast that my very first character (rabbit barbarian whose name is a part of copywrited material elsewhere) was instrumental in inspiring the Larger Than Life deed tree, which helps animals with fixed Strength scores of 3 and less such as rabbits, rats, mice, and the like become potentially powerful fighter-types. This, plus the ability to pick up Boons from other animals (it's disturbing when the canary Paladin suddenly sprouts Elephant tusks) make them very viable (and amusing) front-line fighters. Since they suffer no penalties to Constitution, generally, they have the same number of hit points as larger races...

I've enjoyed playing my rabbit Barbarian, Tiger Paladin, and Condor Monk rather a lot. Very very crunchy supplement. Game balance can seem skewed at first wash, so GMs beware. Er, be aware.

Scarab Sages

Neck Romancer wrote:
Lol furries.

...not as such...

Furries (er, I'm told) are anthropomorphic. These are just animals. Thumbs cost extra.

But if you're into that kinda thing, I suppose you can have that in your game. Just, please, don't post about it.