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Venture-Captain, Nebraska—Omaha 488 posts (554 including aliases). 1 review. No lists. No wishlists. 19 Organized Play characters. 2 aliases.


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Carla the Profane wrote:
I'm sorry if this should be obvious from your character sheet, but what does you character actually do? I see a skill monkey, but how does you character work in combat?

Ah, it doesn't. It's also been played... once at level 9. I wanted something around for those few and far between infiltration missions.

Character in Question:
- 8
Male human (Taldan) bard (archaeologist, geisha) 7/master spy 4 (Pathfinder RPG Advanced Player's Guide 270, Pathfinder RPG Ultimate Combat 32, Pathfinder RPG Ultimate Magic 27)
LN Medium humanoid (human)
Init +6; Senses Perception +14
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 91 (11d8+33)
Fort +7, Ref +9, Will +11
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee gold plated cestus +9/+4 (1d4+1/19-20)
Ranged +1 gold plated, elysian bronze rope dart +11 (1d4+2)
Special Attacks archaeologist's luck 6 rounds/day (+2), sneak attack +2d6
Master Spy Spell-Like Abilities (CL 4th; concentration +6)
. . 2/day—magic aura (appear nonmagical only)
Bard (Archaeologist, Geisha) Spells Known (CL 7th; concentration +9)
. . 3rd (1/day)—adjustable disguise[ACG], communal tongues[UC]
. . 2nd (4/day)—alter self, invisibility, raiment of command (DC 15), tongues
. . 1st (5/day)—disguise self, expeditious retreat, feather step[APG] (DC 13), vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, know direction, prestidigitation, sift[APG], spark[APG] (DC 12), summon instrument
Str 12, Dex 14, Con 16, Int 14, Wis 14, Cha 14
Base Atk +8; CMB +9; CMD 21
Feats Combat Reflexes, Deceitful, Improved Initiative, Iron Will, Lingering Performance[APG], Point-Blank Shot, Prodigy[UM], Skill Focus (Craft [calligraphy]), Skill Focus (Perform [act]), Spell Focus (illusion)
Traits artisan, deathtouched
Skills Acrobatics +10, Appraise +6, Bluff +18, Climb +7, Craft (calligraphy) +33, Diplomacy +14, Disable Device +11, Disguise +20 (+25 to simulate illness), Escape Artist +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10 (+12 to make forgeries), Perception +14, Perform (act) +21, Perform (string instruments) +10, Sense Motive +14, Sleight of Hand +6, Stealth +16
Languages Common, Dtang, Hon-la, Hwan, Minatan, Minkaian, Shadowtongue, Varisian
SQ clever explorer +3, concealed thoughts, elysian bronze, glib lie, lore master 1/day, mask alignment, master of disguise, masterpieces (triple time[UM]), quick change, rogue talent (combat trick), superficial knowledge, tea ceremony
Combat Gear scroll of fox's cunning, scroll of greater heroism, scroll of heroism (x2), oil (4); Other Gear +1 elysian bronze silken ceremonial armor[UC], +1 gold plated, elysian bronze rope dart[UC], gold plated cestus[APG], bag of holding iii, boots of the cat[UE], headband of vast intelligence +2, artisan's outfit, backpack, climber's kit, disguise kit, explorer's outfit, eyelashes for invisibility from spell component pouch, forger's kit[UE], grappling hook, hammer, hooded lantern, jewelry[UE], masterwork calligraphy tools, masterwork shakuhachi, masterwork thieves' tools, masterwork tool, noble's outfit, piton (8), reinforced scarf[UE], sealing wax, second-story harness, signet ring, silk rope (100 ft.), spell component pouch, spell component pouch, stationery[UE] (10), symptom kit[APG], tea ceremony set[UE], 68,411 gp
Special Abilities
Archaeologist's Luck +2 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concealed Thoughts (Su) You decide what surface thoughts detect thoughts reads.
Elysian Bronze (DR 1/-) First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Glib Lie (DC 19) (Su) Truth-detecting magic used against you requires a caster level check to succeed.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Mask Alignment (Su) Detect as your choice of alignment (or none) when you wish.
Master of Disguise (Ex) Create disguises in half time, and reduce penalty for gender, race, age, or size by 1.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prodigy (Craft [calligraphy], Perform [act]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Quick Change -10 (Ex) Assume a Disguise in 2d4 rds with a -10 penalty.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Superficial Knowledge +2 (Ex) Can make untrained knowledge/profession checks related to cover identity, with listed bonus.
Tea Ceremony (Su) Can use other bardic performances in alternate fashion for long duration.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Triple Time Your lively cadence puts a spring in the step of weary marchers.

Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

The character has about 68,000gp unspent. I understand it's not a combat beast, but could I have some PFS legal item suggestions to make the character more party-appropriate, please?

5/5 Venture-Captain, Nebraska—Omaha

Jhaeman wrote:
During a scenario, is a PC allowed to take any equipment found on a dead/subdued NPC and use it for the rest of the session (assuming they know what it is)?

As BNW says, you've got it right.

Speaking as someone who has two characters who have needed castings of Remove Curse because of un-identified objects (or, because I didn't care about object identification and just opted to wear the items in question), you don't necessarily need to know what the item is to use it. It's generally assumed you know what mundane items are, and that magical items confer their benefits or curses, even if your character doesn't exactly understand what's going on.

5/5 Venture-Captain, Nebraska—Omaha

Gary Bush wrote:

A question to those in the know:

Does the Westin have an airport shuttle?

I am thinking not because of how far away the hotel is from the airport but wanted to make sure.

No. You will need to make your own travel arrangements.

5/5 Venture-Captain, Nebraska—Omaha

KingOfAnything wrote:
Thanks again, Omaha friends. It's always a pleasure to visit.

Dude, I drew your name out of a hat for the Curse of the Crimson Throne set!

5/5 Venture-Captain, Nebraska—Omaha

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Leg o' Lamb wrote:
It is always held on President's Day weekend... And you all should totes roll up because we will totes roll down to Omaha.

That's the plan! While we did well this year (especially considering many external factors) we did lack in unique and new players. This doesn't surprise me, but it does reinforce the whole "go to other cons and they will come to yours" thing. Since I'm in charge of my own con, I can always move it around and not have it share the same weekend as CotN.

Plus, I just love Minnesota. All of it. Especially Paul and Babe.

5/5 Venture-Captain, Nebraska—Omaha

I'm still waiting to see that the deposit comes through as a refund before I announce any actual "final numbers" but it's... pretty high.

$1225 in contributions. It looks like convention expenses are somewhere between $700 and $1000 (again, that $300 deposit). That leaves some amount between $225 and $525 (plus whatever amount is matched) to the Boys and Girls Club of the Midlands.

I haven't quite figured out how I'll be doing a drawing. I know Jeff and Mitch said their amounts don't count ('cause it would look real bad if I drew one of them, ha ha), but that still leaves me with quite a few names. I've not forgotten, I promise.

Will Huston wrote:
Thank you, Rachel and the Omaha Venture Officer team for putting this together. I even forgive Mitch for always being super mean to me all the time. ;)

You're welcome, and thank you (and Jacob) for helping us out, too! Hey, for every time Mitch is mean to you, I kill off one of his race boon characters. /joke

5/5 Venture-Captain, Nebraska—Omaha

How'd this convention go?

It sounds like Race was wonderful.

5/5 Venture-Captain, Nebraska—Omaha

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Leg o' Lamb wrote:
How did everything go? Did you all have a successful con?

It was so successful I could cry.

I've some number crunching to do before I make some official statements.

5/5 Venture-Captain, Nebraska—Omaha

Should you be checking here and not your email:

Rachel Hill wrote:

Boys and Girls Con 2017 is just a day away! Thank you all for participating in our event.

I know I’ve told a few of you, and it’s been posted online for about a month and a half, but the address is 114 Carter Lake Club, Carter Lake, IA 51510. As the queen of not getting proper directions, I urge you to consult a map or GPS before making the drive. The street names are deceptive. Be cognizant that you turn onto 4th or 5th to get to the house; you do not turn on Carter Lake Club.

For parking

the owner says wrote:
We can fit three vehicles in our driveway. If only parking for a while you can park across the alley otherwise any overflow parking needs to be at the end of the alley on Avenue Q.

I will put up signs on Friday, maybe Thursday. If you can carpool, I recommend it. Next year we will be in a place with better parking, I promise. If you have any questions, please email me or call me (four02.four03.three453).

Attached is a picture of the home and a couple street maps so you get a general idea of the area.

Thank you and I look forward to seeing you all this weekend!
-Rachel Hill

map one
map two
front of house

5/5 Venture-Captain, Nebraska—Omaha

Finally the rest of our Boys and Girls Con raffle items came in today!

Basically, for every $10 contributed (including food/drink), I'll put your name in a metaphorical had and draw a name at the end of the convention. You do not have to be present to win.

Here are the goodies.

It's all Curse of the Crimson Throne:
Q Workshop dice
Medium, Large, Huge Red Bases
Bigger Map
Map Folio
Player's Guide

So since there are still a few seats left, you should definitely come on over, play a game with us, and get your name in the drawing.

5/5 Venture-Captain, Nebraska—Omaha

Leg o' Lamb wrote:
Jeff Hazuka wrote:
Leg o' Lamb wrote:

I would wager they are out of town every GenCon weekend.
They've had a Sunday afternoon game the last two years. (Possibly others during the Con, but that's the only one that wasn't during PFS hours.)
Well hell. I should try to take in a game next year if there is one.

They've had full homestands the past three years while Gen Con's going on. Granted, that was back when Gen Con was earlier in the month. I know five years ago, when it was late in August, there was no game.

wistfully remembers a wave of "Boos" across the stadium last year

5/5 Venture-Captain, Nebraska—Omaha

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Thurston Hillman wrote:
Maybe this year, we can convince you not to spend the evening in deep game prep :P

That depends on whether or not I run a pick-up table; gems like Twisted Circle only come once a season.

Who knows, Jeff isn't around to chaperone me this year so I might just partake in the revelries. Or I'll go to bed early because I'm getting old.

5/5 Venture-Captain, Nebraska—Omaha

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Leg o' Lamb wrote:
Rachel Hill wrote:
Mmm, since everyone else is doing it, and I just learned I've been pouring my drinks twice as strong as I should be...

You say that like it is a bad thing.

See you next year unless you and Jeff make it to PaizoCon.

No, I just poured half the vodka but drank twice as much. It does explain why things tasted bad, though.

Only after I submitted my Gen Con questionnaire thing did I consider going to Paizo Con instead (and then I proceeded to kick myself for not thinking that before I said I am available to volunteer). I'll see you in a couple years; have a wonderful Con of the North?

Hilary Moon Murphy wrote:
I have heard good things about the Nebraska group. I look forward to meeting you, Rachel. ... I come from an awesome and friendly state (Minnesota) with an excellent VO corps. I know how hard it is to create a great local gaming culture. Hats off to Nebraska for doing so as well.

I appreciate the compliment, although as you know, it's totally a group effort and we've had our fair share of weak moments, too. John always gave me a good impression of the strength and co-operation of PFS players and VOs in the Minneapolis area. I look forward to meeting you, too!

Hey, maybe one of these years our conventions will be more staggered and I can finally use it as an excuse to get out of the Omaha area and travel due north!

5/5 Venture-Captain, Nebraska—Omaha

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Mmm, since everyone else is doing it, and I just learned I've been pouring my drinks twice as strong as I should be, I booked my non-refundable and non-transferable flight to Indianapolis. Should I not be selected to serve with the ACG or HQ, you can find me eating pretzel sticks at Scotty's Brewhouse, watching baseball at Victory Field, and touching dolphins at the Indianapolis Zoo.

Like, basically none of you have any clue who I am, but for the couple of you who do, I look forward to crossing paths with you again (here's looking at you, Rene).

5/5 Venture-Captain, Nebraska—Omaha

If you can't play Eyes of the Ten but want to play high level things, please consider Academy of Secrets. I am sure the person signed up to run the module would love to do so; he does a wonderful job with all those NPC personalities.

Plus, new to our convention scene is a raffle. Since I can't offer all the amenities of a normal convention, I figured I'd offer something that is otherwise something I would be unable to do.

For every $10 contributed (food, drinks, entry, et cetera) I'll put your name in a drawing for a bunch of Pathfinder swag (and, no, it's not my hoard of leftover books and boons from Gen Cons past). When I get all the merch in next week I'll post a hyperlink to a picture of all the goods.

5/5 Venture-Captain, Nebraska—Omaha

Mmm, double post action -

Con support confirmed.
I just paid the back "half" of the house rental fee.
All we need to do to prep is read scenarios, get some tablecloths, figure out parking, buy more food, and print ALL THE THINGS!

Hopefully this is a memorable -good- convention. Y'all should stop on by!

5/5 Venture-Captain, Nebraska—Omaha

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Muse. wrote:
There is one early scenario that has a non-pathfinder with a Wayfinder in it. #0-13 "Prince of Augustana" - and though the VC in the briefing says something like "We don't think this guy is a Pathfinder, but until we find out for sure, we're treating him as one of ours." and there is no mention in the scenario of removing the Wayfinder from "the Prince"...

There is no mention of removing the wayfinder because

it is a family heirloom; taking it from him would be theft.

Plus, I hear

5/5 Venture-Captain, Nebraska—Omaha

Mitch Mutrux wrote:
Just over two weeks!

Yes, and the apartment full of food that I would otherwise never eat but am tempted to now because it's "hands off the convention food" will attest to the con being sixteen days out.

5/5 Venture-Captain, Nebraska—Omaha

Hey! We're running quests at Anime Nebraskon, November 4-5-6 this year. We've never run at Anime Nebraskon, so this will be a new experience for us!

If you've friends attending this event, let them know to give us whirl. We'll have Honor's Echo and Angels' Flight. At least one of our GMs will have prepared scenarios, so that if enough players want to play something, it can be done.

Check out for more information about their convention.

5/5 Venture-Captain, Nebraska—Omaha

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Hi all!

The time for Pretzcon will soon be upon us. We're finalizing the development stages now and will get the schedule up within the week. We're planning on running both interactive specials.

You can go here to register for Pretzcon, or just show up and buy your badge at the door.

This year's theme is World Tour, so amid newer scenarios, we'll run some bard/song/dance/music themed scenarios. It should be a blast!

Plus, we're at the Ralston Arena this year. No more driving to the middle of nowhere to play PFS in a crowded room. There'll be ample space. We will miss the amazing pizza, quesadillas, and pretzels that the adjacent eateries had to offer. That'll be sad. But the relocation is awesome news!

Should you have inquiries, reach out to me at pfs.hillr[at]

5/5 Venture-Captain, Nebraska—Omaha

Hey -
Room for a couple more for the aforementioned table. Sign up here!

Erm, yeah. Enjoy.

5/5 Venture-Captain, Nebraska—Omaha

Heyyyy -

I'm running tables in July. Just catching up on Season 6. If someone wants to have a certain table in the 3-7, 5-9, or 7-11 range, let me know.

Thanks and here's a Warhorn.

5/5 Venture-Captain, Nebraska—Omaha

So last call for Sniper in the Deep to be run today.

If you're interested, go here or email me: rachel[dot]san[at]gmail[dot]com


5/5 Venture-Captain, Nebraska—Omaha

So, in like, two hours.

See above - Have three players already. Rather not pilot pregen.

Monday (in just under 2 hours) this 5-9 scenario.
Here's the url.

It's at 1pm CDT. Slotted to finish by 6pm CDT because I have other stuff going on in my life.

Also, check out the other games here.

NOTE: Please do sign up in order to avoid confusion. To ensure I get the VTT info out to you ASAP, you're welcome to shoot me an email: rachel[dot]san[at]gmail[dot]com

Edit: Aww, and then there were two.

I can't find another user and solution that's worked for me, so I guess I'll inquire.

I've had Combat Manager downloaded and kept up to date for about two years now. My .NET framework is current, too.

In the time I've had and used Combat Manager, whenever I go to search monsters, treasure, feats, spells, et cetera, the system crashes. This is especially true if I either type quickly or narrow search results in the drop down menus. Crashing is not as prominent of a problem if I scroll through the list to search, so long as I use the scroll bar.

I'm using Windows 7. What is my problem here?

5/5 Venture-Captain, Nebraska—Omaha

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Liberty's Edge - Nothing brings about the end of society quite like democracy.

Also, under Generating A Character in the Getting Started chapter of CRB:

Getting Started wrote:
...remember that you cannot have more ranks than your level in any one skill

No need to feel sheepish. It's easy to overlook or forget item, feat, et al, descriptions.

thistledown wrote:

All right, I'll turn it into a real question. If you are riding on a mount with a lance and charging, is there a way to have both the mount and the rider make attacks?

Mounts rarely have reach of their own, so you'd normally have to stop 10' away for the lance and 5' away for the mount. Any way to deal with that?

Your mount takes Lunge.

Kysus Arelius wrote:
Tangaroa wrote:

Well you're no fun :)

Anyways, you've already declared lack of interest, but I made this so I might as well post it:
** spoiler omitted **...

Where did you get the 5 skill points per level? Clerics get 2 skill points per level, human gives +1 and 13 int gives +1. Maybe you're factoring in a +1 to int at 4th or 8th level?

2 for cleric

1 for 13 int
1 for human
1 for favored class bonus via fast learner
That's 5.

My vote's in for Geisha Bard. Craft Calligraphy is pretty much like painting. I'd have to see if any of their weapons are reminiscent of a paintbrush or palette knife. Maybe fighting fan as a canvas.

5/5 Venture-Captain, Nebraska—Omaha

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You can brush my hair, undress me everywhere... It's a fantasy world!

5/5 Venture-Captain, Nebraska—Omaha

Sammy, I'm pretty sure that, because Ameiko isn't given stats beyond level five, she is not able to go into the sanctioned part of the adventure with the party.

Thematically, she should, but the AP assumes that Ameiko stays about three levels behind the party and gets leveled in a way that suits the way the group plays. (If she's even alive at all. Not an uncommon move is to kill off Ameiko, making the PCs the center of the story. If they want to assume the throne, they'll have to fight really hard to earn it for themselves.)

I believe this is another instance where a bit of an AP may not be well suited for PFS mode. Not saying PFS mode for APs is bad, simply that this is an example of where it can fall short.

Edit - If you do include her, it's not like the PFS Police are going to break down your door and tear up your copy of Empty Throne, but considering she'd be a GM built GMPC, I'd wager you aren't supposed to do that (statted out anyway, she's not a part of the AP past book one).

kamenhero25 wrote:

@ downbeautiful

Like I said, no more than eight people. I was referring to enemies, not the party included, so there's what, three fights in the entire campaign where that happens? No nearly as bad as you made it sound. I never had a combat last long enough for reinforcements to actually arrive, so I never had to use them. As I said, my party tanked everything. The longest combat I ever had was somewhere around 5 rounds and that wasn't a reinforcements fight.

I'm pretty sure this party's dpr is somewhere between 80 and 100. For the party. At level 13. No control spells either.

Reinforcements have arrived every time they're slated to, and it's not uncommon for the party to have 10-15 round combats.

Also, since the party consists of a universalist wizard 13, a lorewarden fighter 2/undead bloodline bloodrager 11, and a haunted metal oracle 2/barbarian 2/ninja 5/shadowdancer 4, I'd say they match pretty closely with the OP's

Grimsever wrote:
... sorc/wizard, a barbarian, and a rogue-esq character (most likely a ninja)

and may find themselves with very similar problems.

Just looking at large, basic encounters in books one through five:

Book one -
fifteen warriors
six warriors

Book two -
twelve warriors
eight warriors
seventeen warriors plus two bosses
eight warriors
six warriors plus mage

Book three -
eight warriors plus boss
eight warriors

Book four -
eight warriors
eight mages
eight warriors
four mages plus four companions plus one boss
twelve warriors

Book five -
fourteen warriors plus two constructs plus three bosses (if the party lacks subtlety)
six warriors
eight warriors
six warriors
four warriors and six mages (if the party lacks subtlety)

Three of those listed were "once combat starts, roll 1dX and reinforcements show up that many rounds later" the rest are all "you fight Y monsters" encounters. Not every party infiltrates, or has the ability to have even one member safely scout ahead.

Jawbreaker wrote:
I've come into an established game (still early times) and am playing a Magus with the finesse feat to parry and riposte - good character and works well with a party similar to yours.

Man, have you ever seen some old kung-fu films? You know, where there's, like, three samurai and thirty-five enemy ninjas and they're all fighting each other at once? From what I recall hearing, the large-scale battles in JRAP inspired RoW's troop combat rules instead of the mass combats that occur in Minkai. Riposte: moderately effective against a couple enemies. When your GM's piloting fifteen enemy NPC in one encounter, those builds don't do all that much. Or when everything flies, hitting you with target spells or ranged attacks.

I'll add that they've been the same group since book one and they're just a handful of pages from completing book five.

They've died more times than we can collectively count at this point.

As a JRAP GM with a party comprised of a barbarian-ninja, a bloodrager, and a wizard, my advice: You gonna die, son.

The wizard says: Go play Skull and Shackles :)

No, seriously. Trade that ninja for a healer. Then get a second healer.

5/5 Venture-Captain, Nebraska—Omaha

Blackfoot wrote:
Jeremy Chapman wrote:

Sayrin Firewyne is a gnome Venture Captain.

Pathfinder wiki has a list of venture captains.

Have you ever met Sayrin? Seems like she's just a name in a book.

Pathfinder lore extends beyond what we find printed in scenarios. Considering we can apply certs to our characters from those books, I'd consider them to be PFS legal precedent. She may be "just a name in a book" now, but some author may want to use her for a mission in the future. Golarion is a big place, and employs more than just the handful of VCs who have appeared scenarios published to date.

Her title isn't invalidated because she hasn't assigned a mission that gives a chronicle; same goes for any other VC found in a book. If nothing else, they're great fodder for scenarios that have yet to be written and published.

5/5 Venture-Captain, Nebraska—Omaha

Steven Schopmeyer wrote:
I was going to make a crack at my VC, but it's just too easy to be worth it. The bar is so low.

It's early, so I feel spry enough to limbo-dance under that bar with my VC.

5/5 Venture-Captain, Nebraska—Omaha

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Cheapy wrote:
I'm still not convinced that Robert Hetherington is entirely human. He seems born of the seas, never entirely content with human activities.

I thought something similar.

I'm actually pretty sure the local VC is a programmed image.

/joke before someone thinks I mean something derisive

Zak Glade wrote:
Rei wrote:
But Osprey is a Seeker, not a Venture-Captain.
Frak, you're right. I was thrown off by how flippantly he sends pcs to certain death. That's a real VC quality there, he should get a promotion.

He didn't have enough fame. Must have been a GM credit baby back when they didn't gain fame or prestige for their endeavors.

Xethik wrote:

I remember reading a huge argument about FoM on 3.5 forums regarding how it stopped death and self-dazing from Celerity.

Though preventing daze isn't nearly as strong in a world without Celerity. Let's hope we never go back again.

Aren't FOM threads a dime a dozen in this edition, too?

Undone wrote:
Being capable of taking mental actions has no relation to this line of rules text.
Then this
PRD wrote:

The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

A dazed condition typically lasts 1 round.

The dazed condition is not found in this list of conditions that FOM counters:
PRD wrote:

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

So a paralyzed creature cannot move or act.

A dazes creature cannot act.
FOM counters things that impede movement.
Dazed does not specifically target the ability to move; it targets the ability to do anything at all.

Undone wrote:
Care to explain how it uses paralysis as an example which has identical rules text?

It's not identical rules text.

PRD wrote:
A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.

A paralyzed creature can take actions. A dazed one cannot. For example, raging is a purely mental action; a creature could continue to rage.

Daze does not have the clause stating that creatures can take mental actions. A raging creature would end his rage due to his inability to maintain it.

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You quoted the relevant text.

Dazed inhibits your ability to act, not your ability to move.

If you cannot act, you cannot move, but it's not your movement that's impeded. It's your ability to act that's reduced. Even paralyzed creatures can do things, albeit purely mental actions; a dazed creature cannot.

FOM would not counter the dazed condition.

5/5 Venture-Captain, Nebraska—Omaha

Brian Lefebvre wrote:
kinevon wrote:
Brian Lefebvre wrote:
Rambone wrote:
The real abuse is when a PC dies and has the pre-gen sell all their magic items to pay for the raise dead.
In the Guide it specifically says that Pregens can only sell gear to clear conditions on themselves.

That's what I thought, but when I checked my copy of the Season 6 Guide, it doesn't qualify it to themselves only, anymore.

If that is incorrect, maybe it can be fixed on the mid-Season update that was going to come out with the new Core information in it.

It is still in Season 6 Guide. It is in the last paragraph of the Getting Started section on page 6.
GTPSOP, pg 6 wrote:
Any equipment that’s listed on the pregenerated character sheet may only be sold to clear conditions such as death during the play of a sanctioned event, and any remaining gold does not carry over at the end of the adventure.

A player could make the argument that, because the sentence does not restrict the sale of items to pay for the raise of the pre-gen herself, the gold can be used to pay for the raise of any dead character.

5/5 Venture-Captain, Nebraska—Omaha

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Matthew Pittard wrote:
The GM really should of been more on the ball here.

It happens, especially with newer GMs. When I first started looking for things to run I went to the "Sanctioned Adventure Paths" section and wound up looking at Legacy of Fire. At the time, I had no idea that PFRPG and PSOP were different things. Criticizing the GM for an honest mistake isn't necessary. We're all human; we all make mistakes. Hopefully this is a learning experience for the GM and the players.

5/5 Venture-Captain, Nebraska—Omaha

Morag the Gatherer wrote:
Do I just remove everything I got from that adventure and pretend it didn't happen?

Unfortunately, yes you remove all mechanical effects (items expended, conditions gained, gold earned, et al.) of the module.

Otherwise, no, you don't "pretend it didn't happen." Modules take a huge chunk of time and are excellent for character development. Integrate it into your character's raison d'être.

5/5 Venture-Captain, Nebraska—Omaha

Dorothy Lindman wrote:
Rachel Hill wrote:
deusvult wrote:

I was expressing agreement with Brian as well.

I suppose a GM could insist that the pregen refuses to allow her resources to be milked in such a way. I've just never seen the GM do so.

(but now that you put that Idea in my head...)

I didn't read that in you initial statement, but I won't argue your intent since that's a losing battle.

I'm not even sure how to get players to start treating pre-gens with respect. I've seen players change other players treatment of pre-gen gear for the positive, but I don't know how that'd work on the GM end of things. It's uncooperative to withhold healing, but treating pre-gens as free PC level gear is callous, too.

First, I'd recommend discouraging terms like "Kyra-bot" and "Heal-bot". Until players stop thinking of the pregens (and healers in general) as inanimate objects --not even as NPCs--the abuse will certainly continue.

Locally, our players don't even use those terms (to my knowledge), but I agree with your subtle approach. Hopefully the new pregens will endear themselves among the player base more than the Core Rule Book and Ultimate Combat pregens managed to.

5/5 Venture-Captain, Nebraska—Omaha

deusvult wrote:

I was expressing agreement with Brian as well.

I suppose a GM could insist that the pregen refuses to allow her resources to be milked in such a way. I've just never seen the GM do so.

(but now that you put that Idea in my head...)

I didn't read that in you initial statement, but I won't argue your intent since that's a losing battle.

I'm not even sure how to get players to start treating pre-gens with respect. I've seen players change other players treatment of pre-gen gear for the positive, but I don't know how that'd work on the GM end of things. It's uncooperative to withhold healing, but treating pre-gens as free PC level gear is callous, too.

5/5 Venture-Captain, Nebraska—Omaha

deusvult wrote:
Brian Lefebvre wrote:

Allowing a pregen at any table would throw the average wealth level of PCs off.

Pregens would be raided for consumables, so PCs wouldn't need to use their own. Pregens could also be used as a throw away character to eat a death instead of a PC. Saving the PC the need to spend money/PP on a raise dead, etc.

"No, it's ok, don't use up Kyra's wand first, here use mine."

- Said no Pathfinder Ever.

Actually I'm with Brian on this one. I think it's a little unethical for characters to abuse pre-gen characters the way that they do.

If "no Pathfinder ever" would turn down free healing, why should Kyra, Seelah, or whomever [in character] dole out their consumables for your characters?

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