Hey all! I have no character sheet to speak of! Just the backstory and premises I posted in the thread. I should be able to have it done and up by tomorrow. I'll get a proper alias, too. The only thing is the "special item." I'm fairly open as to what it could do mechanically, but I'd love some input for where the power level of it should be in its current state. mechaPoet wrote: Personal item idea: The bones of a two-headed rat, through which Morsel communicates more deeply with The Thing in Her Head. I'm thinking the bones can be used as magical thieves’ tools, negating the disable device penalty on the Flair and Finesse talents of the Telekinesis sphere. Maybe they also give her a sixth sense for trouble, and grant something like the rogue’s trap spotter talent? And at higher levels it can allow me to get past magical barriers or some such.
Okay! I've changed that particular paragraph, and I like that this is a little more integrated into the story as well. Arla: Once she was of age, Arla decided to follow in her mother’s footsteps by working in the logistical lower rungs of Helm’s government. Finding the life of a clerk confining, though, Arla sought work that would take her on the road. An old aunt who used to be a guard taught her to use a blade, to defend against those who would take advantage of a lone traveler. She took whatever courier and messenger tasks for which the Bishropric needed a runner, traveling the roads from Helm as far as Iustia. Early in her career, when passing close to the border of the Elven Lands, Arla was ambushed by a group of elves demanding her coin and her parcels. They were dressed too finely to be mere bandits, and she suspected elven agents trying to intercept the intelligence she carried. She considered running, or perhaps trying to negotiate, but the taunting elves hurling insults of “half-breed” and worse drove her to violence instead, the politics of the thing be damned. It was difficult to fight several foes at once, and Arla’s anger rose as she tried to defend herself in a losing battle. Something in her boiled with wrath and pride as she was driven back, exploding forth from her hand in a blast of lightning that surprised both her and her attackers. She pressed this advantage, blade in hand, and soon the elves retreated to nurse their cuts and burns.
Arla: I'm glad you like her! Those are both fair points worth considering.
1. Elven bandits do seem out of the ordinary in that context. Perhaps they could be scouts or spies who sought to gain political advantage by intercepting whatever intelligence she was carrying. Perhaps being goaded into attacking them would have been politically disastrous, were it not equally bad for the Elven Lands to admit they had attempted such a ploy. 2. Yes, normally I'd agree, but I've taken the eldritch scion archetype which lets me be a charisma based, spontaneous caster version of a magus.
Here's my entry for Arla Fuller, a good mix of melee and arcane for the build. She's a half-elf tax collector from Helm who has an axe to grind with the elves and their nation. I imagine she would be the perfect candidate to escort everyone back to Helm. Stat Block:
Arla Fuller
Female Half-Elf Magus (Eldritch Scion) 6 NG Medium Humanoid (elf, human) Init +2; Perception +7 SQ Low-light vision, Bloodline: Arcane Defense
Offense
Magus Spells (CL 6th; Concentration +9; spells marked with (SB) are from the spell blending arcana)
Statistics
Favored Class Magus: +6 skill ranks Equipment: Weapons and ArmorComposite longbow +3 Str, 20 arrows
ConsumablesPotion of cure light wounds x4
Other GearGambeson
Funds
Background: Raised by her mother’s family in the Bishopric of Helm, Arla never knew her elven father. Her mother Cathran, a chaplain clerk, says that he was a beautiful and haughty man who left for the Elven Lands, disgusted, when Cathran told him she was with child. A whole pack of human cousins, aunties, uncles, and grandparents were glad to play with and educate the young girl, although her ears and slow growth betrayed her nature. Whenever she tried to approach elven merchants, travelers, or couriers who had made their way to Helm, she encountered only scorn and cold shoulders; she resolved to stand by her human family even if there was always the thought that she just didn’t belong lurking in the back of her mind.
Once she was of age, Arla decided to follow in her mother’s footsteps by working in the logistical lower rungs of Helm’s government. Finding the life of a clerk confining, though, Arla sought work that would take her on the road. An old aunt who used to be a guard taught her to use a blade, to defend against those who would take advantage of a lone traveler. She took whatever courier and messenger tasks for which the Bishropric needed a runner, traveling the roads from Helm as far as Iustia. Early in her career, when passing close to the border of the Elven Lands, Arla was ambushed by a group of elven toughs demanding her coin and her parcels. In different circumstances, perhaps Arla would have simply cut her losses, but the taunting elves hurling insults of “half-breed” and worse drove her to violence instead. It was difficult to fight several foes at once, and Arla’s anger rose as she tried to defend herself in a losing battle. Something in her boiled with wrath and pride as she was driven back, exploding forth from her hand in a blast of lightning that surprised both her and her attackers. She pressed this advantage, blade in hand, and soon the elves retreated to nurse their cuts and burns. Arla’s newfound potency filled her with smug delight. The elves, for all their reputation of skill in blade and spell, couldn’t stand up to her own power. She guessed it may have had something to do with her father’s elven blood coursing through her - the only good thing that had come from him besides his involvement in her being born. She took on bolder assignments, honing her skills against would-be highwaymen on the roads and orc scouting parties near the southern border and gaining renown and respect from the Bishopric for her reliability. Through years of service, Arla was promoted to the Bishopric’s Coroner: to investigate troubles in the smaller communities outside of Helm and to collect taxes. Her reputation as a formidable government official usually kept her from being attacked on the roads, but when it didn't her talent with blade and spell kept her safe, along with the missives or taxes see transported. Recently, reports of an orcish assault on the small settlement of Brookside have set her on a path to investigate the matter and make record of the deceased. She's since arrived in Astin, and heard from the local guards that people have arrived from Brookside with news of the attack and an elf prisoner. Perhaps Captain Hannady would know more about the curious new arrivals. She set off for the local barracks, eager for news but worried about the involvement of the elf - something felt wrong, and she would get to the bottom of this.
Name: Morsel
Backstory + Faction:
Puberty was a confusing time, because two very notable things happened simultaneously. One, The Thing in Her Head showed up, accompanied by waves of pain, and started talking to her, mocking and hungry and impatient to devour this new Morsel. Second, her horns started to grow in, her tongue elongated and split to resemble a serpent’s, and scaled, barbed tail grew from her backside. For her parents, the keepers of the Frozen Dream inn, this was a bit much. Luckily, running an inn full of treasure seekers, troublemakers, and wanderers meant that several of them could easily identify the problem: the innkeepers’ daughter was a tiefling.
Unfortunately, that didn't explain why she could no longer remember her name (instead going by what The Thing called her: its next Morsel), why she could move things without touching them, or why she could convince the cellar rats to steal sweets for her. Many in Issen blamed the fey, or orcish hexes, or dangerous stray magic leaking from Kagen’s mansion, or all three. All Morsel knew was that The Thing in Her Head, for all its posturing and hunger, its alien presence was bound to her and its power manifested through her. Their relationship blossomed into one of a tyrannical (but ultimately impotent and annoying) mentor and an exasperated (though quick witted) pupil. Whatever its origin, The Thing was undeniably knowledgeable. It knew the language and ways of vermin, of things that scuttled and hid, crawled and scavenged, wriggled and schemed, from the humble cockroach to nightmarish beasts covered in eyes and membranous wings that The Thing would mentally show Morsel. She found that if she could learn to think like The Thing, to articulate the opportunism and survival of verminous existence, she could draw on its otherworldly power. Although Morsel’s parents grew from wary to accepting of their daughter’s strange new state, the townsfolk were less accepting. Her adolescence consisted of fighting dirty against the other village kids who taunted her, siccing all manner of bugs on the people who spat at her, and stealing from the superstitious merchants passing through town who openly stared at her. Life became unbearable - for Morsel, for the townsfolk, for The Thing - and soon she snuck off with a band of adventurers leaving her parents’ inn for opportunities on the horizon. She traveled to warmer places, offering her skills as a professional rat to all sorts. She smuggled contraband, she burgled lavish houses, she raided caravans, she worked with “adventurers” who were little more than glorified grave robbers. Always, though, her travels would lead her back to Issen, where she stayed at the Frozen Dream like the other . Something was different, this time, though. Call it a knack for sensing opportunity, but Morsel felt in her gut (and egged on by The Thing) that her next step was to check out Kagen’s place. The old man had left around the same time that she had for the first time, but he had never returned. Though the place was dripping in defensive magic, Morsel felt sure she could find a way past. Maybe the old man would have some information about why The Thing in Her Head had shown up. And if not, hey, the stuff in there was bound to be worth something. As far as faction is concerned, the Adventurers seems appropriate despite Morsel technically being from Issen. For her casting tradition, I'm thinking a variation on the “beast charming” tradition. Instead of Perform, though, I was thinking the background skill Artistry (Philosophy) to represent tapping into alien ways of thinking to use her sphere talents. Personal item idea: The bones of a two-headed rat, through which Morsel communicates more deeply with The Thing in Her Head. I'm thinking the bones can be used as magical thieves’ tools, negating the disable device penalty on the Flair and Finesse talents of the Telekinesis sphere. Maybe they also give her a sixth sense for trouble, and grant something like the rogue’s trap spotter talent? And at higher levels it can allow me to get past magical barriers or some such. For traits, how do you feel about me taking Trap Finder? Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. It’s technically from Mummy’s Mask, and the flavor seems to fit except for the last bit - change the desert tomb to the wizard’s mansion, of course. I figure it seems silly to try to infiltrate a magically warded house if I can’t actually disarm magical traps.
Question: how do you see your GM'ing style (story first) interacting with the frozen climate? In other words, do you see the scope of this game wanting to tell the story (at times) of surviving the extreme temperatures and hostile wilderness, making checks against the cold and making sure we have enough to eat? Or are we more focused on surviving strange forces and investigating mysteries old and new?
Sissyl wrote: Evidence of this, Irontruth? I've seen a whole host of various hot takes and recent articles condemning his abuses and overall scummy behavior. I'm sure it wouldn't be hard to find a few. Anyway, good riddance. An exploitative boss who's open and blatant about sexuality is still an exploitative boss.
Hey guess what I'm ready to get my gay little anarchist hands all over. The answer is the Pathfinder Society.
Rysky wrote:
It's a real mechaThinker, huh? Practically a mechaKoan.
Rysky wrote:
Well, how do you think I got this name? That I just went on the internet and made it up?
John Napier 698 wrote: Passes notes to Rysky, MechaPoet, and Vixie. "Help! I'm being held by Freehold. He wants versions of Mechcommander and Mechwarrior that runs on Windows 10. Written from scratch." :) Sorry, nothing I can do about it. The pen may be mightier than the sword, but a mechaPoem is no match for a mechaSword (not to mention the mechaCannons...).
First of all, thanks everyone for the suggestions! I will probably just go with spending the 1 PP to fulfill the goal if I can't manage to make the check for free in the next few sessions. Thanks to y'all who pointed that out. Since 1 PP is in the same range of gold value as all the items and spells and such, I think that's the easiest option here.
I know you've mentioned that the “just ask them what to do with the character” is not a great option due to their suggesting things they would later regret. However, it sounds like they only do this during the times that they've quit. So, if you can, I would try to address the issue with them when they've not quit, away from the table and not during game time. I don't know what kind of reaction they'll have, but presenting it as an issue of you wanting everyone to have a good time playing and having as smooth a game as possible - emphasizing the benefit to everyone and doing your best to make it non-accusatory - could be a good way to approach it. Especially emphasize that you want to find a way that's not punitive and that this isn't punishment, because punishing players is not ever going to lead to good results, especially for a player that's been burned before, and especially for this player in general. Now, from what it sounds like, they may react badly. But it sounds like they eventually do relent and apologize? And that they're getting better at self-correcting on this. You might just need to be patient as they work through this, and also realize that their progress probably won't always be at the same pace, and they may lapse, and they may never completely drop this behavior. I'm also not trying to recommend that you just suck it up, because as you said feelings tend to get hurt at these points and the hurt they cause is still real and not simply excusable. Don't accept that, but do feel free to accept (or not) the player’s apologies later. In the meantime for all of this, it might stink but I feel like the option of just having their character fade into the background or having them go off to do something until the player returns is probably your best option? It may strain fictional credibility a little, but I think it's your cleanest and simplest option. Finally, if you know specifically what this player's “psychological complications” are, maybe do some independent research on how best to be the kind of friend they need when they get like this. Preferably accounts from people who experience similar complications. Talk to them directly about it as well, again, preferably when they aren't in this reactionary mode. You may already be doing this or something similar, but I think it's important to emphasize that accommodating this person's needs (while also not just excusing the harm they cause) will likely lead to a better game and a better friendship. People should always come before a game, y’know?
Hey all, I'm trying to fulfill a Pathfinder Society Liberty's Edge faction card goal that's very difficult for my kineticist. Here it is: Quote: In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level). My halfling kineticist is level 4, has 9 Charisma, and has no ranks in the relevant skills. So in order to hit the DC 19 Diplomacy check, I would have to roll a natural 20, and after level 4 it will be impossible. What I need is suggestions for ways to temporarily and cheaply increase my bonuses on the relevant checks. They also can't require any ranks in UMD (on my character at least). If they're from hardcover source books, that's also a plus. If I play scenarios on the slow track I have 5 scenarios to do this in. Here's what I've come up with so far: Parade armor (UE): 25 gold, +2 circumstance bonus to Diplomacy in a specific country. Crystal-sweet concoction (AA2): 50 gold, +2 alchemical bonus to Diplomacy Mulberry Pentacle (Cracked) Ioun Stone (SoS): 400 gold, +1 competence bonus to Diplomacy (and Bluff) Potion/Scroll of eagle's splendor (CRB): 300/150 gold, +4 Charisma Aid another action: ask people to come with me and aid another to increase my result Class selection: try to convince people to play their bards or glory/luck domain clerics, etc. Any other low investment ways to try to help me make this check?
Player Name: mechaPoet
I'd be interested in a Core game. I have a level 4 sorcerer for high tier (profile needs to be updated a bit) and a level 1 ranger fresh out of her Confirmation for low tier.
First things first, OP: hey, I’m sorry you found that whole thing so frustrating. It sounds like your GM either described the NPC badly or intentionally misled you, and in either case it was inappropriate (or at least rude and condescending) to scold all of you afterward for making a costly mistake based on his miscommunication. To answer your question directly: I would say that GM’s are not allowed to intentionally mislead players under PFS rules (since scenarios must be run as written), unless the NPC’s are specifically trying to mislead the characters. But note the difference: characters can mislead characters, but players should not be trying to mislead other players unless it’s through those characters. I also have some advice if you’re interested in trying to correct the problem, rather than just venting about it. If you’re just looking to vent and get an answer to “is this allowed?” then that’s cool, just ignore the rest of this. You say that you’re all friends, so I would first try to talk to this GM as a friend. I know it can be hard to talk to your friends about when they mess up and address their hurtful and frustrating behaviors. Just avoiding playing with this GM is certainly one solution, but if you’re still feeling frustrated about it or you enter a situation where the choice is playing with this GM or not playing at all, I think it’s worth trying to talk about it. First of all, this is a conversation to have away from the table. Maybe after the game or hanging out with them some other time. If you’re not comfortable addressing the issue one on one like that, maybe get some other friends to talk about it with y’all, or have a Venture Officer mediate if you feel like you need that mediation. But I wouldn't immediately suggest escalating to that level if you think you can talk as friends. In any case, I would start with expressing your frustration - what the GM did specifically that frustrated you and proposing a solution (rather than just accusing them of shifty nonsense right off the bat). I'm not saying that they definitely weren't up to some shifty nonsense, but coming at them with accusations is going to put them on the defensive and they won't be very receptive. Something like, “Hey, I felt like the description you gave made didn’t match the picture you showed us later, and I’m frustrated because we were penalized for not understanding what you seemed to think was obvious. Do you think in the future we could work on making sure we’re all on the same page about what’s taking place in the fiction of the game so we can avoid what happened last time?” If you have that conversation and frame it as an issue of your own frustration with a specific solution that everyone can work toward, then you’ve done what you can as far as I’m concerned. What the GM decides to do with that information then is on them, but I’m hoping that they’ll respect your issues as a friend and incorporate that criticism into becoming a better GM. If not, well, maybe it’ll be awkward and you’ll just continue avoiding them and not playing in their games. Best case scenario: they improve as a GM and you don't encounter any more "gotcha" situations. Worst case scenario: they still get really defensive, and claim they did nothing wrong, and dismiss you angrily. In the worst case scenario, you at least find out whether they can handle criticism or whether they actually care about how they made you feel; both are good pieces of information to know in determining whether you should really keep being friends with them. P.S.: I wrote something mean here about everyone who I think is giving bad advice, but I thought better of it. Don't @ me.
MisterSlanky wrote:
I believe that by "local custom does not support..." she means her own local scene. If she meant ALL local custom, well, that's not really local, is it? Anyway, it would be really sick if y'all could cite some rules or make a case for clarification if you can't find any or what exists is unclear.
Sounds good to me! Just a minor paperwork issue: my PFS alias has the wrong name and too many posts to change it. So I'll be posting with a non-PFS alias. Here's the correct reporting info: Player Name: mechaPoet
So, the situation: I have a PFS character alias with more than 10 posts and as such the name is locked in. Since then I have made use of the level 1 re-build rules to take the character in a different direction (including a changed name) and want to play this character in an online play-by-post game. The question: I know that I cannot change the PFS alias's name now. But what do y'all do when you want to play a character online when the alias has an unchangeable and wrong name? I'm leaning toward using a non-PFS alias with the correct name and stats for the game, and adding links to both profiles to indicate which is the character's "real" name and which is their PFS-linked reporting alias. This seems like the most elegant solution I can think of, but what do other people think? Have you seen any other methods for dealing with this that seemed to work well?
VixieMoondew wrote: Let's hope the working days go quickly! My hand is so itchy from a few mosquito bites (my wife and I went out berry picking/Pokémon catching) that I want to cut the dang thing off ;-; If you haven't already, I recommend picking up some hydrocortisone. You can find it at any drug store and it's the only thing that really worked for me when it came to severe itching.
Torchbearer is extremely fitting for a Darkest Dungeon RPG. Now, I know you said you'd prefer to stick to Pathfinder. There's nothing wrong with that, of course - but if YOU want to play Pathfinder and THEY want to play Darkest Dungeon, you are facing some compromise. My best advice, to add to what others are suggesting for specifically using Pathfinder's more horror-oriented content, is that you be aware of the difference in what kind of tone the Pathfinder mechanics set versus what you want to achieve for this player. If you both aren't enjoying it, it might be better to switch games - either to using a system that does something closer or having player buy in for the sorts of games that Pathfinder does better. Try to recognize the limits of your tools (i.e. the game mechanics) to tell certain stories, and be aware of how much compromise is possible between what the two of you want.
Selene Spires wrote:
You can find tables and stuff online for converting your measurements into dress sizes. I know they can sometimes be site specific (because they're usually on sites that sell clothes), but the general ballpark should be close I would think. Also sometimes there are number sizes and sometimes just small/medium/large. But also! Dress sizes can be wildly inconsistent depending on the brand. The best way is to determine if it's generally in your ballpark and try it on.
Hey, OP. What's up? Alright, now that we've established a casual tone, you can read everything I'm gonna say in a nice, conversational way. First off, kudos for running a West Marches campaign. They seem neat, although yours seems to have developed under different circumstances than the original one. I think you're moving in the right direction. That includes both your initial drive to figure out how to make a more inviting and inclusive environment and the way you've handled the (admittedly not always subtle) criticisms and advice you've provoked in this thread. It sounds like we can latch onto a concrete example here to work on: you have a friend who is interested in playing, but she's worried about being the only woman there. Now, this problem is compounded in an interesting way by the West Marches format. If I remember the West Marches rules I read a while back, it is supposed to be the responsibility of the players to handle the work of scheduling the game. However, this rule was developed in the context of having a bunch of players clamoring to play, whereas you seem to be doing a lot more outreach. Here comes the recommendation: you already have one woman interested in playing - ask her for recommendations. If she wants to play, she probably knows other folks who would be interested, but haven't had the opportunity. This also plays well into the West Marches style, in that you can coordinate the scheduling of this game such that you don't have to include anyone in particular. It could be a group of just your one friend and her invitees. That way you can avoid their anxiety of trying to play an RPG with random dudes (especially for those who have no or little experience). Be explicit when you bring this up that you want to make that friend more comfortable. Encourage her not to invite any men or masc folks. Again, double kudos: West Marches is neat, and thanks for being open to some social criticism. Good luck!
I have some characters in the right XP range for this, but I've already played 2-02, 6-14 (so I could play 6-06 for the fourth one), and 7-24. If you can't find any other players who can play everything, would you be open to a mostly consistent group? I'm also coming back to PFS after a break, so I've heard there are some easier ways to get replay boons - that could help as well!
How they've handled it in the past is that you can keep playing a character that was legal at time of creation if they have a certain amount of XP when the legality changes. For instance, when aasimars and tieflings stopped being legal without a boon you could keep any characters of those races who had 3 or 4 XP (or something like that) at the time of change. Likewise for normal summoners - although only the unchained version is now legal to create, the ones that existed got to be grandfathered in.
This sounds very interesting! I do have a couple of questions, though. How long were you envisioning the scope of this campaign to be? A module? A handful of modules? An entire Adventure Path? Continuous until we've all agreed that we've reached a satisfying end? As much as this concept is intriguing, I need to carefully consider what I can commit to, time-wise. Another question about scope: it sounds like the premise of this game is largely about exploration. Is it going to be essentially a sandbox campaign of exploring unknown territory (and reporting to our patron government)? The way you've put it makes it sound like: insofar as there's a spectrum between sandbox and railroad, it's all the way on the sandbox end. Would you say that's true? If not, what were you thinking? Lastly (for now at least), what parts of this alternate Earth are alternate? In other words, you've laid out that this is essentially Earth, but with magic and fantasy races and such, as well as with some different outcomes of historical events. But there are some things that you've left out that I'm curious about too. For instance, to what extent do you intend or expect for this game to tackle issues of race, gender, and imperialism? Slavery was outlawed, but does racial tension and institutionalized white supremacy still thrive? How does that interact with the fantasy "races?" What does it look like to play a woman in this game? If I played a woman, would she be respected equally and have the same rights as her male peers? Is it a strange exception for the American government to grant her whatever authority will be granted to these westward explorers? Are any of these issues things you want to explore, or is part of the fantasy of the game glossing over those things to focus on fighting monsters and exploring a dangerous land?
claudekennilol wrote:
Specific beats general, according to the rules. The bard's specific class ability overrules the general rules about knowledge skill checks. The feat Breadth of experience gives a +2 on all knowledge and profession checks. You do have to be an elf, dwarf, or gnome who's at least 100 years old, though.
Bob_Loblaw wrote:
*Googles apotemnnophilia* Sounds like a similar basis of using Mayhem Law that made it illegal for trans women to get orchiectomies. In other words, whoever told you that is a gross transphobic jerk (whether or not you consider yourself trans). This sounds basically adjacent to the "autogynephilia" nonsense. I know you've done a lot of reflecting and introspection on who you are and what your gender might be. I think you've made a lot of progress and that it's also perfectly normal to still be processing and thinking about it. I'm sorry someone said that garbage to you, since it's clear even from what I've read you post here (let alone what I might learn if we hung out in person) that you have a complex understanding of yourself that doesn't deserve to be reduced to a gross transphobic off-the-cuff diagnosis like that.
There are a lot of good canonically queer fictional cats around, I guess!
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