Blue Hesmene

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Organized Play Member. 18 posts. No reviews. No lists. 1 wishlist. 5 Organized Play characters.


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The Exchange

Can this alchemical skill be used on; arrows, sling bullets etc or ONLY on firearms ammunition?

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If for example; as a wizard you want to cast an heightened spell in a rank 2 slot, do you need have the rank 1 version of the same spell in your spellbook?

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If you have PF1 PC’s for PFS, can these be converted to play in PF2 PFS games?

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Are strength bonuses when halved …. Rounded up or down?

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Given the origins of this spell, are you able to move just with you feet in contact with the incline or vertical surface or does there need to be 3 points of contact?

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Alex Speidel wrote:
For reasons of privacy, we don't list every Venture Captain's contact information anywhere. If you'd like to get in touch with your local organization (for you that would be the Isles region), I recommend finding the relevant Regional Venture Coordinator on the Regions page and reaching out to them.

Thanks

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Some time back I was able to find a contact list of local PFS Capt's & Lt's.
Is this list still online?
If so please can someone send me a link?
I'm in the UK BTW. THX

The Exchange

When using Hunter's Aim, does a firearm count as a ranged attack weapon?

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Teridax wrote:


  • You can focus on a different target instead this turn, if one exists. You still wouldn't be able to Strike the original target without having to use that bad roll, but at least you'd be able to affect someone else.
  • If it's really important to you that you deal some amount of Strike damage to your target this turn, you can just eat the bad roll by Striking the target, applying the roll's result, then Striking the target again, which would this time let you make a new attack roll.

    All of which is to say:...

  • If you STRIKE another opponent with your 1st STRIKE of the round; are you at full TH bonus, albeit you had checked your DAS vs another opponent?

    The Exchange

    OK, you make your roll for DAS you roll poorly and are convinced you're not going to hit with an Attack Stratagem or succeed in a meaningful Skill Stratagem.

    So, can you decide to opt not to use DAS this round and instead eg. make 3 melee attacks. So, your 1st melee attack will be at your full attack bonus.

    or having opted not to use DAS your next attack is at -5?

    The Exchange

    This takes two actions for one precise attack,

    But, if you take another attack with your 3rd action is that attack at a -5 or -10 penalty?

    The Exchange

    Yes a nice add-on you think you're adding a bit of flavour, but things can can horribly wrong!

    D&D (but could occur in exactly the same way in PF) - I had a player roll a 1 (d20 vs a Kobold) followed by a miss confirm then (on d100) 00, on the fumble table (crit self) then 00 on the following Crit table (Foe (ie himself) dies instantly you are +3Th/Dm for 10 rounds)....The chances of rolling the two 00's alone in a row is 1in10000! We laughed a plenty though.

    The Exchange

    Thanks for advice, have to say I didn't think that would insult anyone as the use of the phrase "newbie" didn't insult me. But NP sorry for that point taken.

    A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.

    The phrase above says to me you roll the extra dice and then add your bonuses. I don't read that your bonuses are multiplied.

    But that's the beauty of RPGs, is the variant ways they can be played.

    The Exchange

    Well 7 years or not it keeps the discussion in one thread and I would imagine some people weren't playing PF IN 2010 and crits and fumbles are an endless discussion.

    The Exchange

    Yes I play RM too. So did design a comprehensive set of fumble tables for; one handed, two handed, bows, thrown, mounted arms and natural weapons (for D&D but could easily be used in PF).
    Usual thing natural 1 then a confirm roll that if lower than your TH roll then you fumble. Very funny but have gone back to just a fumble being you miss that and your next attack; because the tables had a tendency to screw the players over quite badly.

    The Exchange

    I always see "Rulebooks" as guides only.
    The PFCRB is unclear on how to calculate damage on crits. Although the powergame
    stance seems to hold sway here I'd go with multiplying damage dice and add the bonuses, even if a rules reprint said otherwise and I'm sure other Refs would go with multiplying the dice and the bonuses regardless.
    Have to say I like the idea of having a confirm roll per multiplier.

    The Exchange

    Charles Evans 25 wrote:

    Well: Now that we've all had a couple of weeks to recover, it seemed to me to be about time to get a thread for the fourth annual PaizoCon UK posted, PaizoCon UK 2012.

    This will, of course, be the highlight of the British summer in 2012, although apparently there may be some kind of 'olympic' event going on at the end of July/start of August... ;)

    And although I guess it's a bit early than PCUK 2012 would be there is also the Queen's Diamond Jubilee Celebrations 1st week of Jun 12.

    http://www.culture.gov.uk/what_we_do/honours/diamondjubilee.aspx

    Also I live in central B'ham so I'm happy to offer my help if needed

    The Exchange

    I live in central Birmingham and came to the event in 2010. So if you need any help on the local admin front I'm more that happy to help. If you have not firmly booked the location as yet there are some decent venues that are a short walk from the town centre, train & bus stations.

    Full Name

    Kyle Stern

    Race

    Human

    Classes/Levels

    Ninja 1 - HP 10/10 - F+1.R+6.W+0 - AC 18.14.14 Init. +6 - Perc. +4

    Gender

    Male

    Size

    5' 8"

    Age

    22

    Special Abilities

    ***SEE SHEET***

    Alignment

    True Neutral

    Location

    Redwall

    Languages

    Common

    Strength 12
    Dexterity 18
    Constitution 13
    Intelligence 10
    Wisdom 10
    Charisma 14

    About Kyle Stern

    Stats:
    Hit Dice: 1d8+1 (10 hp)
    Initiative: +6
    Speed: 30' (6 sq) (light enc.)
    Space/Reach: 5 ft./5 ft.
    AC: 18 (+4 Armor, +4 Dex, ), Touch 14, Flat-Footed 14

    Saves: Fort +1, Ref +6, Will +0
    Abilities: Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 14
    Base Att/CMB/CMD: +0 / +1(+3*) / 15.

    Single Attack:
    Short Sword: +4 melee (1d6+1/19-20)
    Dagger: +4 melee/ranged (1d4+1/20)

    Full Attack:
    Short Sword: +2 melee (1d6+1/19-20)
    Short Sword: +2 melee (1d6/19-20)

    Racial Traits:
    Bonus Feat: One extra feat at Level 1
    Skilled: Gain 1 extra skill point at each level

    Class Features:
    Proficient w/ all simple weapons, plus kama, katana, kusarigama, nunchaku,
    sai, shortbow, short sword, shuriken, siangham & wakizashi
    Proficient w/ light armor

    Poison Use (Ex): can apply weapon poison safely

    Sneak Attack (Ex): +1d6 precision damage


    Feats:
    Weapon Finesse,
    Two-Weapon Fighting,
    Armor Expert Trait,
    Reactionary Trait

    Skills:
    Acrobatics +7
    Appraise +0
    Bluff +6
    Climb +4
    Cr:Alchemy +4
    Diplomacy +2
    Disable Dev +7
    Disguise +2
    Escape Art +3
    Fly +3
    Heal +0
    Intimidate +2
    Kn: Local +4
    Perception +4
    Ride +3
    Sense Mot +0
    Slt of Hand +7
    Stealth +7
    Survival +0
    Swim +0
    Use Mag Dev +6

    Equipment:

    ARMOR WORN: Chain Shirt Armor.

    2x Short Sword
    4x Daggers
    Thieves' tools
    Trail Rations (7days)
    Waterskin
    Nobel Outfit
    Peasent Outfit
    Cold Weather Outfit

    Background:
    Kyle was born on the streets of Sal Kavun. Even from a young age he was fiercely independent, and didn't want to follow the rules of a gang or guild, so avoided them.
    As he grew older, and he got more skillful, it became harder to be on his own. The guilds who were offering him membership before, started to make demands. Just when things were getting sticky and Kyle was afraid he was going to be forced into a guild, he met a Half-Elf named Kara.

    Kyle was trapped in what he thought was a dead end alley with thugs coming after him. His back was against the wall, when suddenly the wall gave away a Kyle was sliding down a ramp and landed in a heap of old rags with a the grubby face of a half-elf smiling over him. That was his introduction to Kara. The two were inseparable after that. Adding Kara's abilites to Kyle's allowed them to pull off bigger and bigger jobs.

    The two were jumping along the rooftops when they heard a commotion. Peering over the side they saw some particularly nasty thugs from a guild Kyle and Kara had learned to hate about to kill someone in a finely made cloak. Always willing to make trouble for this guild, they stepped in and drove the thugs off. Laughing at thugs running down the alley, they checked on the would-be victim. Pulling back the cloak they were staring into the lavender eyes of a Drow Elf. The Drow was near death already and Kara wanted to leave it to die, but Kyle disagreed. He brought the Drow back to their hideout and nursed it back to health, but it would never walk without a limp again. Kyle offered the Drow membership to their rag-tag group, against the protests of Kara. The Drow realized that in his crippled state it was more than a match for the soft city dwellers but wouldn't survive a day in the Underdark (?), and not having anywhere else to turn, he agreed.

    The drow began training Kyle and to a lesser extent Kara, who hated being in the same room with the "creature". The three started to make a name for themselves as "Problem Solvers" although Kyle was the only visible one. They kept the drow and Kara's abilites a secret. Kara was the "Face" of the group, she got the jobs and "aquired" the needed materials Kyle was the arm he did most of the work, and the Drow was the brain, he figured out the logistics and helped Kyle. They became quite a force to be recond with in the city. Kyle's repuation grew, and they started to aquire contacts and "friends" on the streets. It was becoming quite a lucrative enterprise.

    Kara came to Kyle one night with information about a prospective job. She said it would solve all their problems and they should cut the Drow out, do the job and leave the city forever. Kyle laughed her off, and told her he couldn't do that, they were a team. She was insistent but in the end Kyle got his way, much to Kara's disappointment.

    The night of the job, Kara came to Kyle one more time, and asked if he would just leave the city with her and never look back. He asked her what was wrong, but she just laughed, told him that nothing was wrong. and went off to do her part.

    Everything went off without a hitch. Kyle had the object they were to retrieve, and he met the Drow at the appointed time in the alley where Kyle first met Kara. They were waiting for Kara to finish her part and meet them, when things took a turn for the worse. Guards wearing the standard of the house they got the object from poured into the alley. Knowing it was hopeless, the Drow committed one noble act of his life, he pushed Kyle down the secret ramp and barred it determined to return the favor and save Kyle's life. Knowing there was no way to get back to the alley in time, and not wanting his friend to have died in vain, Kyle ran. He stashed the object, and went into hiding.

    Days passed and the heat hadn't cooled down at all. If anything it was more intense. All of his contacts, and street "friends" where now his enemies. The city guard and most of the guilds in the city were looking for what he had taken. He couldn't find Kara, but had to assume the worst. It would be best to get out of the city for awhile. He came across the town of Redwall, and figured he could lay low for awhile.

    If someone wanted to be part of my "gang" and we escaped together, maybe somone was a contact that my character went to for help and caught heat for it, so we escaped together. The only thing that has to stay the same in my story is the Half-Elf, and the Drow. Other than that, I'm free to work others in if they want to be included.