The Rake

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Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 1,191 posts. No reviews. No lists. 1 wishlist. 1 alias.


The Exchange

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Jessica Price wrote:
Hayato Ken wrote:
Wait a second! Eastern boarder of Qadira? That´s where Casmaron begins, isn´t it? :D
It is, though unless James added things during his dev pass, the only things labeled on the map are in Qadira itself, not east of the border.

IE: We keep sending Pathfinders to the eastern border of Qadira, but so far none have returned to report what lies beyond.

The Exchange

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Pledged and dotted.

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We have mounted a projector over our game table, and I import the encounter maps from the modules into our (custom written, work-in-progress) map projection program that lets us do fog of war, spell AOEs, distance mensuration, etc. It's pretty nice except that the low res of the projector blurs a lot of the cool artwork details.

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P. 352
Under "Senses and Communication", first paragraph, first sentence: change "emphatically" to "empathically"...unless intelligent items communicate with their wielders IN ALL CAPS?

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Page 41: "Daring-do" should be spelled "derring-do".

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I love love love Mythic Kyra's outfit.

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I had a lot of trouble running The End of Eternity. It's very free form; the PCs can ally with one of two (?) different factions and still escape Kakishon; however, the text about this process is confusing in the extreme, essentially indicating that the PCs have to go around killing every sentient in Kakishon who is unwilling to leave (which is only true of creatures not native to Kakishon) -- it also strongly suggests that when Kakishon collapses, all the nonnatives will be ejected at the location of the scroll in the dungeon on the Plane of Fire, with the PCs.

A lot of the confusion was addressed on the messageboards, if your Search-Fu is strong, but the text as written is very confusing.

The Exchange

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CROWNED B&+*@
by B. E. S. McMillan
(posted with permission of the author)

It was after one well-fought adventure,
which left our group battered but rich,
that Gyre (I think)
said "Let's stop for a drink.
There's an inn here they call The Crowned B+#~+."

Well it seemed like a harmless suggestion.
Our throats were dust-coated and parched,
so we shouldered our packs,
slung our bows on our backs,
and into that tavern we marched.

There were halflings camped out by the kitchen,
two gamblers were starting to spar,
and a full dozen brutes,
wearing rusty mail suits,
stood between our small troop and the bar.

Now you might think we'd have been dissuaded
from staying to order at all,
but Kagan was able
to find us a table
that put all our backs to the wall.

Aye, the scene in that tavern looked ugly,
but we four were strangers to fear.
'Gainst horrible odds
we will call on the gods...
but not 'til we've called for our beer!

So--assassins looked on from the shadows
and the barkeeper's lass gave a shrug--
as we ordered some porter,
two kegs and a quarter,
3 goblets, and one pewter mug.

A half-orc was glaring at Sorrel.
The lady dwarf just looked annoyed,
but if someone got killed
then our booze might get spilled
and that's what I hoped to avoid.

So I tossed a full purse to the innkeep,
saying "Sir, I have frequently found
that all sorts of trouble
will drown in a double.
Pray pour the good folk here a round."

We the innkeep obliged me with pleasure
and we garnered new friends by the score.
Not one squabble started
until we'd departed
and the gold turned to copper once more.

So if ever you visit The Crowned B!~$#,
don't plan to pay spells for your beer,
because, since that time
they've hung up a sign
that says "No magic users served here!"

The Exchange

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For my Legacy of Fire campaign I codified seven laws that govern the binding of genies and their granting of wishes.

Spoiler:

1. Law of Binding: A mortal shall immediately become a genie's master upon any of these conditions occuring: if the mortal gains possession of an object that the genie is bound to; if the genie swears an oath of service; if the genie incurs a debt to the mortal, which he cannot otherwise repay; or if the mortal releases the genie from captivity.
2. Law of Service: No genie may serve more than one master at a time; nor may the genie swear service, nor be bound into service, until all previous bonds are struck and debts are satisfied.
3. Law of Wishes: A genie may only grant wishes to his master; a genie who grants his master three wishes is instantly released from all bonds and debts.
4. Law of Protection: A genie must defend his master, and his master's family and property, from threatened harm.
5. Law of Obedience: A genie must obey a command by his master, so long as that command does not require the genie to do harm to himself, or harm to any other living creature; or to yield his body or soul unwillingly; or to attempt a task beyond his power; or to break any of these laws.
6. Law of Retribution: A genie may pursue no retribution against a former master.
7. Law of Destiny: A genie may not use wishes to change the destiny of any mortal without their consent; nor may they use wishes to change the past or future.

The Exchange

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<rant>
The bias against swashbuckling feats and class abilities denying the use of off-hand weapons and bucklers may be valid from a rules balance standpoint, but not from a reality standpoint -- and I'm not even assuming cinematic reality. Simply put, a skilled fencer can accomplish almost any lunge, cut or parry as easily with a dagger or buckler in their off-hand as with nothing. This opinion is based on 15 years of SCA rapier combat.
</rant>

The Exchange

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Here is a rough first cut of duelist feats for customizing your duelist:

Buckler Style
Requirements: Duelist level 3rd, proficiency with buckler
Benefit: The duelist may utilize her canny defense, precise strike, enhanced mobility, and grace class abilities while wielding a buckler in her off hand.

Sabre Style
Requirements: Duelist level 3rd, Weapon Focus (scimitar)
Benefit: The duelist may utilize her canny defense, precise strike, parry, combat reflexes, deflect arrows and crippling critical class abilities while wielding a scimitar.

Main Gauche Style
Requirements: Duelist level 5th, Two-Weapon Fighting, Weapon Focus (dagger)
Benefit: The duelist may utilize her canny defense and precise strike class abilities while wielding a dagger in her off hand. All other bonuses and penalties for fighting with two weapons otherwise apply.

Case of Rapiers Style
Requirements: Duelist level 7th, Two-Weapon Fighting, Weapon Focus (rapier)
Benefit: The duelist may utilize her canny defense and precise strike class abilities while wielding a rapier in each hand. All other bonuses and penalties for fighting with two weapons otherwise apply.

The Exchange

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Ravingdork wrote:
AvalonXQ wrote:
Forgive my ignorance, but could someone explain to me what the "big 6" actually are?

Ability increasing item

Amulet of Natural Armor
Armor/Bracers of Armor
Cloak of Resistance
Ring of Protection
Weapon

Off-topic a bit, but a recurring joke among my players is that they collected so many +1 rings of protection from defeated NPCs that they were planning to construct a chainmail shirt out of them.

The Exchange

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Cuchulainn wrote:
9.) Under natural sunlight, your skin shows faint tattoos of Lawful Good philosphy written in Celestial.

"Why does your left forearm say "Separate & Recycle Your Rubbish" in Celestial?"

The Exchange

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DoveArrow wrote:
OOC, are the elevators hollow? The reason I ask is because one of the problems our group typically has with aerial combat is when two characters occupy the same square. If the tubes are hollow, that solves that problem. If not, well...

From the way it refracts in the picture, I would judge no, it's solid.

But you make a good point. This is a good application for those transparent blocks that large numbers of d6's come packed in. You put it upside down over the character on the ground and place the flying/hovering character on the top (bottom).

The Exchange

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Darthok Who Removes Eyeballs

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Too dark for me is when my players start quitting the game because they're not having fun.

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James Jacobs wrote:
This is an unfortunate word choice error. The Havero may be relatively stupid, but it's fantastically wise and charismatic. Instead of saying it was fantastically intelligent, we should have used a word like "observant" or "mentally powerful" or something.

...the Havero opened its terrible beak, and then, in a voice like a million babie's cries of pain, the terrifying Havero, a creature from the cold reaches beyond space and reality, uttered these words:

"LLLEEEERRROOOOYYYYYY JJJJJJJJEEEEEENNNNNKKKKIIIIIIINNNNNNNNSSSSSS"

The Exchange

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hida_jiremi wrote:
I mentioned the Test of the Starstone to my PCs in my PF playtest a couple of weeks back, and the three gnome siblings were immediately "Ooh! Let's all go and do that thing!" I pointed out the numbers (four gods in five thousand years), and their basic reply was, "Well, that's because only humans suck enough to get that low a turnover." :p

Tell them they have to be *this* tall to take the Test Of The Starstone. ;-)

The Exchange

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James Jacobs wrote:
Magnimar's absolutely less conservative than Korovsa, and Riddleport's even more free-spirited than Magnimar.

What happens in Riddleport stays in Riddleport. ;-)