Fey

Triskaidek's page

Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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Grand Lodge 1/5

Thanks for all the advice. I like the idea of rolling in the open. I did that for the night, mostly because the other GM at the store does that and I thought it would be interesting to try. I think that was helpful for the players.

Grand Lodge 1/5

There were a few opportunities for most of the players to flee. Mostly they thought that they could win, though, and so they fought. It was also a really bad night for dice from the player side of the table. At least two players had remarkably horrible rolls all night, and I kept having multiple crits all night (though they lived through those . . .)

It would have been nice to get people into something new, but the store was closing.

I know one player did blame the scenario, and it was a challenging encounter (I guess, duh, obviously). The pet and the re-roll were the first to fail, though, so it was not without (at least some) warning.

Grand Lodge 1/5

So I had my first PFS TPK last night. Without giving away too much about the scenario, there was a pretty much instant death condition with a Fort DC of 11. Two players rolled natural 2s (and the summoner also rolled nat 2 for his pet) none of which increased to 11. The other insta killed player, who had bad Con, rolled a 9 and got a 10. One did get a shirt re-roll, which saved him, but then he and the last player proceeded to fight the remainder of the encounter to their ultimate demise.

Two of the players were devastated, two of the players thought it was hilarious. I just feel bad for all concerned.

When you have had player death (and, especially, massive player death), how have you handled it? What are good ways to approach it for the enjoyment of the players?

Grand Lodge

BigNorseWolf wrote:


Things like the ontological argument. It seems that all any formalized, systematic philosophy does is add layers of obfuscation to what otherwise should be a pretty simple matter.

I'll admit that ontology makes my head hurt. But it is foundational. Even this thread trotted out definitions of philosophy and science. If we're not, at least, talking about the same thing we will not make progress. That's all ontology is trying to do.

Grand Lodge

Oh it occurs to me that I might be using phrases not in the common language.
ad hominem - personal attacks.
tu quoque - you do it, too.
a posteriori - after the fact.

Grand Lodge

1 person marked this as a favorite.
BigNorseWolf wrote:
What i see is the exact opposite. People feel their way to a position and then reach for any bit of philosophy that supports that position and reject anything that urges them away from it.

My personal view mirrors this sentiment quite a bit. I think most people are irrational first and then rational second (if at all). (btw, this is also my view of scientists, to not stray too far from the original post).

A friend of mine used to say, when most people say they're thinking all they're doing is rearranging their prejudices.

So, let's grant your premise. People are using philosophy and philosophical concepts to motivate their original position (whether or not that position is irrational or rational and whether or not that position is ultimately self-serving). Doesn't providing a rational basis for a position add to the dialogue? Isn't it better to be motivated by reason than by manipulators such as ad hominem or tu quoque? I know that I'd rather hear an issue debated (for instance, do the rich pay too much / too little taxes) on its merits and on a discussion of what is good for people rather than on, "Well most of the population pays no taxes". So even if the philosophy comes in a posteriori isn't it better than having no reason, no rationality, at all?

Grand Lodge

When people argue (about anything), most of the good arguments they use are founded in Philosophy. Most reasoned argumentation is founded in Philosophy. I'm going to just focus on Political Philosophy for a moment to keep it clear (since most people, in my experience, can relate to politics). Whether or not a certain policy should be implemented is usually informed by several things. I hesitate to choose a specific instance, lest that sidetrack my point. So choose your favorite political hot potato and think about what informs the various sides of the debate. Ethics is often a consideration (which is wholly in the realm of Philosophy). Economics is often a consideration. That one is often at least partially philosophical. Liberty and Justice are often considerations. The discussion of what they entail belong to Political Philosophy. Sometimes there is a question of whether the political action is within the legitimate scope of government power. That is a philosophical question.

So, if you are asking what Philosophy produces, if you asking where its "truths" lie, here is at least one answer. Any political idea is first a philosophical one. This is certainly not the only place philosophy lurks (in my view it isn't even the most interesting). However, it is one that a layman should be able to appreciate and apprehend quickly.

Grand Lodge

I will not be able to attend PaizoCon this year. I have a banquet ticket and am in the Lovecraft event. I'm looking for someone who would benefit from these things. I'll check back tomorrow night to see who could use them.

Grand Lodge

Pre-ordered. Impatiently waiting begins now.

Grand Lodge

Point of clarification. 9 pages of Feat Charts. That's just the short description of the feats.

Grand Lodge

9 pages of feats.
Martial Art Styles.
Primitive weapons, gladiator weapons, eastern weapons, lots of guns.
Dueling Maneuvers
Performance fights (like gladiators) that enhance (or reduce) abilities as spectators react to you.
Vehicle combat.
Spells that enhance fighting.

Some optional rules which allow:
Armor as DR instead of AC
Wounds and Vitality systems.

That's all my notes.

Grand Lodge

I was going to add something about what was mentioned at the banquet, but I have no notes about this book. Apparently, I was too excited listening to note anything . . .

Grand Lodge

Yes indeed! Many thanks to all of the GMs and Paizo Staff for the excellent Con!

Grand Lodge

Leysh Fighter Human

S 18
D 13
C 15
I 13
W 8
C 7

Hp 49

Feats: dodge, mobility, combat expertise, spring attack, whirlwind attack, wf great sword, power attack

Perception 5, acrobatics 5, climb 4, knowledge dungeoneering 5, swim 1

Gear: great sword +1, belt str +2, full plate +1, cloak resistance +1, amulet natural armor +1, 400g

Traits: rich parents, armor expert

Here's his guy. Look how it's not a summoner!

Grand Lodge

I had cha 9 because of the Halfling racial. I think he's bringing a Summoner but not sure.

Grand Lodge

Sorry, must've read the belt price from construction price. I'll swap the bow for masterwork, which ought to bring me down below threshold. As for pts, str 16 = 10, dex 17 = 13, con 12 = 2, wis 9 = -1, cha 7 = -4 plus racials plus 1 dex at 4th. I'll take Deadly aim for the other feat. I'll take reactionary and history of heresy traits. Name is Perudoc.

I spoke to my friend after I posted the other night and thought he would have contacted you by now. I'll call him and let him know you are waiting.

Let me know if my math is wrong on the pt buy.

Grand Lodge

Last year I took a shuttle from the airport. It was either 14 or 21 dollars. Can't remember, but they went every hour and pretty much went straight there.

Grand Lodge

Unsure where you wanted this, so here you go:

Halfling Fighter (Archer) Level 5
Str 14, Dex 22, Con 12, Int 10, Wis 9, Cha 9, hp 39
Fort +6, Ref +8, Will +1
AC 19 (17 touch, 13 Flat Footed, 11 Flat Footed Touch); Init +6
Skills: Ride 5 ranks, Stealth 5 ranks, Perception 5 ranks
Feats: Point Blank Shot, Weapon Focus: Comp Longbow, Weapon Specialization Comp: Longbow, Rapid Shot, Precise Shot
Class Features: Trick Shot - Disarm, Expert Archer, Hawkeye
Equipment: Bracers Archery Lesser, Belt of Incredible Dex +2, Mighty Comp Longbow +1 (+2 Str), Riding Dog, Military Saddle, 200 Arrows, Pack, Leather Armor, 708g

Grand Lodge

When would you like characters?

Grand Lodge 1/5

Ran this Tier 1-2 and the end boss seemed unkillable. Just for fun, we had her fight eight and then more Bugbears (who are also CR 2 each). It took sixteen to kill her, and even that might have been a function of lucky rolls (and me stopping using her fear effects). DR in lower tiers is bad and regen on top of that was killer. How much discretion should a GM take if they think a fight is completely unwinnable?

Grand Lodge

One for Triskaidek, if you would be so kind.

Grand Lodge

Mmm, me too!

I would recommend dice. Sean mocked me (kindly) for only bringing one set. (probably because my main attack was 4d6 and I kept rolling that poor six over and over delaying the whole table . . . )

Grand Lodge

Any news on when the event sign-up begins? I'm bringing two new people this year and want them to have a good experience.

Grand Lodge

I will be bringing my car full. +4 if there is still room.

Grand Lodge

I would love to be part of this event and I also have a friend who would love to play.

Grand Lodge

So, as the dust was starting to settle, Majuba, his fiance, Joshua Blazej, (apologies, I forgot your name) perhaps the last FAWTL member "left standing" and I got together and did something amazingly fun. Total random generation. Pretty much everything we could think of. Good workout of the new GameMaster Guide. Absolute craziness. A 20 Int paranoid Fighter with +1 weapon that had nearly every aspect you could take on (What was it, Blazej? Ghost Touch, Vicious, Anarchic, Shocking . . . ). A Fighter with amnesia who couldn't remember her "former" life as, strangely enough, a fighter. A multi-personality disorder Paladin whose riding dog ended up doing more damage than just about anything (weapon of awesomeness being a notable exception, though it got bonus points for damaging the party, too . . .). And a Monk / Paladin who had started his career afraid of hibiscus and hiking (now he is just offended, as his Paladin level makes him immune to fear) who rode madly through the Ethereal plane for many rounds before realizing he wasn't doing anything.

So with that, it got me thinking. What "off schedule" events did everyone run? Give reports of your games, so that we may all vicariously enjoy them.

And long live the Fascinating Rainbow Bears of the Gods!

(No relation, btw, to any cartoon bears that may have rainbow connections . . .)

Grand Lodge

Super fun. I had no idea that this event would be this enjoyable.

Full Name

Vel

Race

Human

Classes/Levels

Wizard 11 / Master of Flame

Gender

Female

Size

M (5'10", 160#)

Age

18

Alignment

Un

Homepage URL

http://iplay4e.appspot.com/characters/agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhjl6 fABDA

Strength 10
Dexterity 14
Constitution 15
Intelligence 22
Wisdom 15
Charisma 11

About Vel

Female Human Wiz11 / Master of Flame

HP: 65/65 Bloodied: 32 Ongoing: 0 Temp: 0
Surges: 8/8@16
AP: 1

Init: +7
AC: 25 Fort: 20 Ref: 24 Will: 22
Resist Fire 5

Basic Attack (melee): Dagger +8 vs AC / 1d4
Basic Attack (ranged 20): Magic Missile / 11 force

Passive Insight: 22 Passive Perception: 17
Move: 6 Run: 8

Feats:
Armor Proficiency (Leather)
Ritual Caster
Mounted Combat
Arcane Familiar (paragon)
Surging Flame (When you hit a target that has fire resistance with a fire power, any fire power deals 5 extra fire damage against that target until the end of your next turn.)
Spellseer Familiar (+1 bonus to hit targets adjacent to active familiar)
Active Familiar (Move familiar when take move)
Swift Familiar (Change modes as free)
Burn Everything (Ignore 11 of fire resist; treat immune as 25/14)

Languages:
Common, Draconic, Kargzant, Primordial

Features:
Ritual Casting
Orb of Imposition (encounter, free: give -2 to save, or extend effect 1 turn)
Cantrips
Spellbook
Barbed Baldric: Enemies that are grabbing you take 1d8 damage at the start of your turn.

Arcane Implement / INT powers: +13 to hit, +8 to damage

At-Will:
Magic Missile
Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Effect: 11 force damage.

Scorching Burst
Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.

Illusory Ambush
Arcane, Illusion, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Encounter:
Orbmaster's Incendiary Detonation
Arcane, Fire, Force, Implement, Zone
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone.
Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage.
Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies.

Fire Shroud
Arcane, Fire, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).

Fire Burst
Arcane, Fire, Implement
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.

Fanning the Flames
Arcane, Fire, Implement
Standard Action Ranged 10
Target: One creature taking ongoing fire damage
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier fire damage and any ongoing fire damage the target is taking increases by 5.
Effect: Make a secondary attack in area burst 1 centered on the primary target.
Secondary Target: Each creature in burst
Secondary Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier fire damage.

Orb of Far Seeing
Power (Encounter): Minor Action. Choose a target within 10 squares of you. Until the end of the encounter, this target is considered half as far away for the purpose of ranged attacks made with this orb.

Daily:
Sleep
Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).

Flaming Sphere
Arcane

Expeditious Retreat
Arcane
Move Action Personal
Effect: Shift up to twice your speed (12).

Summon Shadow Serpent
Arcane

Fireball
Arcane, Fire, Implement
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage.
Miss: Half damage.

Visions of Avarice
Arcane

Fire Shield
Daily Arcane, Fire
Minor Action Personal
Effect: You gain resist 10 cold and resist 10 fire until the end of the encounter. Whenever a creature makes a melee attack roll against you, it takes 2d6 + your Intelligence modifier fire damage. No creature can take this damage more than once per turn.

Spellseer Familiar

Fire Scythe

Face of Death
Daily Arcane, Fear, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized (save ends).
First Failed Saving Throw: The target is helpless (save ends).
Aftereffect: The target is slowed (save ends).
Miss: The target is immobilized (save ends).
Aftereffect: The target is slowed (save ends).

True Seeing
Daily Arcane
Minor Action Personal
Effect: Gain darkvision, see invisible within 10, +5 Insight and Perception, all to end of encounter

Familiar Shape

Orb of Far Seeing
Power (Daily): Free Action. Use this power when you make a ranged attack with this implement on the target affected by this orb’s encounter power. The attack does not require line of sight or line of effect and takes no penalty for concealment or cover.

Special Gift
You may, once per day add +1 to an attack roll. Since this is a divine gift, it stacks with any other bonuses you have. You may add the bonus after you have rolled.
OR
You may, once, per day gain a +1 to an damage roll when you are bloodied. Since this is a divine gift, it stacks if you are already able to do this. You may add the bonus after you have rolled.
OR
You may gain a +5 bonus to an Insight check once per day.

Healing Surge Powers:
Bloodcut Leather
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.

Action Point:
Fireheart Tattoo
When you spend an action point to take an extra action, you gain 5 temporary hit points.

Combustive Action
When you spend an action point to take an extra action, you deal 11 fire damage to each enemy adjacent to you.

Rituals:
Wizard's Curtain
Component Cost: 30 gp
Key Skill: Arcana (no check)
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is nearly opaque and appears in any pattern or colors your desire. The ritual obscures all sight lines into a single room (or a burst 4 area), applying a –10 penalty to Perception checks to see anything inside the warded area

Brew Potion
Component Cost: Special
Key Skill: Arcana or Religion (no check)
Level: 1
Category: Creation
Time: 1 hour
Duration: Permanent until consumed
You create a potion of your level or lower. The ritual’s component cost is equal to the price of the potion you create.

Simbul's Conversion
Component Cost: 25 gp
Key Skill: Arcana (no check)
Level: 1
Category: Restoration
Time: 1 minute
Duration: Instantaneous
Favored by ritual casters accustomed to long battles and constant warfare, Simbul’s Conversion allows an individual to convert powerful spells into healing reserves. The Simbul taught this ritual to many of her apprentices, and it has since become widely employed as an emergency resource.
After performing this ritual, you sacrifice any number of unused daily arcane powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.

Explorer's Fire
Component Cost: 10 gp
Key Skill: Arcana or Nature
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire’s light is unchanged within that radius, and the ritual does not diminish or contain the fire’s heat or sounds.

Banish Vermin
Component Cost: 10 gp
Key Skill: Nature
Level: 1
Category: Warding
Time: 10 minutes
Duration: Special
You ward a single zone, up to burst 5, to be unpleasant to all kinds of unwanted rodents and insects of size Tiny or smaller, even if they are part of a swarm. Any vermin that are in the burst must leave by the most expedient means possible, and none enter the affected area for a period determined by your Nature check result.
Check Result Duration
9 or lower 3 days
10–19 1 week
20–29 2 weeks
30 or higher 1 month

Water Walk
Component Cost: 20 gp
Key Skill: Nature (no check)
Level: 2
Category: Exploration
Time: 10 minutes
Duration: 1 hours
You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.

Enchant Magic Item
Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.

Magic Circle
Component Cost: 100 gp
Key Skill: ArcanaLevel: 5
Category: Binding
Time: 1 hour
Duration: Until broken
You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.

Disenchant Magic Item
Component Cost: 25gp
Level: 6
Category: Creation
Time: 1 hour
Duration: Instantaneous

When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.

Mordenkainen's Ascent
Component Cost: 75 gp
Key Skill: Arcana
Level: 6
Category: Exploration
Time: 10 minutes
Duration: 1 hour
You create a ladder that is firmly attached to a wall within 5 squares of you, or a knotted rope tied to something within 20 squares of you. Climbing the ladder is a DC 0 check, and climbing the rope is a DC 10 check; other factors, such as rain, high winds, or slippery oil, never make the task more difficult. The ladder reaches a maximum height of 4 squares, plus 1 for every 5 points on your Arcana check result. The rope has a maximum length of 10 squares, plus 1 for every 5 points on your Arcana check result.

Steed Summons
Component Cost: 75 gp
Key Skill: Arcana (no check)
Level: 6
Category: Travel
Time: 1 hour
Duration: Until discharged

Use this ritual to attune yourself to a single nonhostile creature that has the mount keyword. The creature must be present for the entire ritual. At any time in the future, you can summon the creature into an adjacent space as a minor action, at which time the ritual is discharged. You can have only one creature attuned to you at a time with this ritual.

Comprehend Language

Skills:
Acrobatics: +7
Arcana*: +16
Athletics: +5
Bluff: +8
Diplomacy: +6
Dungeoneering*: +12
Endurance: +7
Heal: +7
History: +11
Insight*: +12
Intimidate: +5
Nature*: +12
Perception: +7
Religion*: +16
Stealth: +7
Streetwise: +5
Thievery: +7
*trained

Magic Items:
Orb of Far Seeing +2, Bloodcut Leather Armor +2, Barbed Baldric (h), Potion of Healingx2, Fireheart Tattoo, Gem of Colloquy (Kargzant), Medallion of Death Deferred +2 (regain 6hp at 0)

Instant Campsite (shared)

Equipment: Dagger, Spellbook, Adventurers Kit, 100gp residuum, 30gp rare herbs, Tent, Journeybread, Warhorse + Light Barding

42gp

Adalram, Fire Mephit Familiar:

Spoiler:

My defenses +3
No attacks
Minion hp (reappears in passive mode after short rest)
My skill bonuses
Immune to my attacks
Tiny
Can't flank
Passive: can't be targeted or damaged
Active: Range 20, uses my actions, as minor, can cause to glow bright light in 10-square radius
Speed 5, Fly 6 (hover)

Viren, Warhorse:

Spoiler:

Warhorse
Large natural beast (mount)
Level 3 Brute XP 150
Initiative +3
Senses Perception +8; low-light vision
HP 58; Bloodied 29
AC 18; Fortitude 16, Reflex 14, Will 14
Speed 8

Kick (standard, at-will) +6 vs AC; 1d6+5 damage.

Trample (standard, at-will)
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack: ; +4 vs Reflex; 1d6+6 damage, and the target is knocked prone.

Charger (while mounted by a friendly rider of 3rd level or higher with the mounted combat feat; at-will) Mount
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.

Alignment Unaligned Languages -
Str 21 (+6) Dex 14 (+3) Wis 14 (+3)
Con 18 (+5) Int 2 (-3) Cha 10 (+1)

Stealth +4

Wishlist:

Spoiler:
Armor (Leather): Sudden Recovery, Bloodcut, Counterstrike, Shadowdance
Arms: Diamond Bracers
Feet: Boots of Quickness
Hands: Antipathy Gloves
Head: Circlet of Indomitability, Starlight Goggles[/b]
Neck: Amulet of Vigor, Cloak of Distortion, Cloak of Survival, Cloak of the Walking Wounded, Frostwolf Pelt, Keicha's Amulet, Medallion of Death Deferred, Periapt of Cascading Health
Orb: Any +3, Reversed Polarities, Sanguinary Repercussions
Waist: Belt of Vim, Reinforcing Belt, Diamond Cincture
Wondrous: Zaarani's Solitaire
Other: Kargzant Warhorse