Rogue

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Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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tejón wrote:
A bit over six years since I initially finalized this class. It's suffered a bit from ambient power creep, and had a couple of clunky bits to begin with, so I decided to give it another pass. Enjoy!

Hi tejón,

This is several months delayed, but I do have a question about the School Powers.

What action is used on the first tier powers for each Focus? Standard? Full Round?

The others are mentioned or implied, based on the effect of the ability; however I'm not 100% sure of the Stifle, Force Cube, Expedience, and Dampening Field.

Regards,

Iggy

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Good Day, guys.

I'm running a Rise of the Runelords AP for a party of 5-6 people (the bard seems to be in and out every once in a while).

We have a Drunken Dwarven Cleric of Cayden Cailean, Human Sorcerer of Orcish Bloodline, Ally Bonded Elven Ranger, Halfling Knife Thrower Rogue, and TWF Starknife wielding Half-Elven Fighter.

Throughout the game, my two most experienced players (Sorc and Clr), have gone with the flow and not overdone breaking the game with munchkin maneuvers; allowing the three newer players enjoy the game.

Each character has it's niche. The cleric is the source of entertainment, the sorcerer is the voice of reason (and mild amusement), the rogue acts as the information gatherer and kender (unfortunately), the ranger is involved with nobility and high class social events, and the fighter is the morality check.

Well, the fighter had to leave early to go to work once the Water Troll encounter was done underneath Skull Crossing's Dam. They encounter the dying Pit Fiend.

They all convene and decide to wait until the morning to conjure a summon and activate the dam, using the last of the Pit Fiend's life force. Kill two birds with one stone.

Well, without the Fighter's Morality compass around, the Ranger shoots me a text, she's really concerned for the being (she's lawful good, heard his pleas, he really is hurt and dying, and swears he will never harm the lot of them or their loved ones). She's going to free him.

Now, in the encounter, it's physically impossible for a Str 10 Ranger to pass the DC 28 Str Check to break the magic circle. I texted back and explained that to her. She simply said: "I will do this. I will save him and set him free." So I allowed it.

She approached the devil in the middle of the night, he pleaded his case once more. She asked it: "How can I trust you? We need to open the floodgates, and if we release you, we cannot."

"I shall conjure my own in my stead. Release me and I shall open the gates for you."

"But what about us? Will you come back and harm us?"

"No, I vow to never harm you or your loved ones."

"Your word means little to me, devil."

"...release me, and call on my name. I shall assist you once. I shall obey your command if you need me to. Once."

The ranger smiled, and proceeded to work on interrupting the magic circle.

It took her all night, and he was finally free. He approached her, and gave her its clawed hand to shake, which she did fervently.

She felt a burning sensation on her palm. The scent of seared flesh filled the air. The mark of Asmodeus glowing brightly in her palm.

"Avaraxian. You may use my power for your means once, and only once. Afterwards, I shall bring ruin to you and your kind if summoned once more."

She agreed.

tl;dr

I have shifted her alignment one step towards evil, from LG to LN.

Now, what else should happen?

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lebreton wrote:
Aberzombie wrote:
lebreton wrote:
I have 2 reasons that are 4 and 1 year old why my place is out, and North Houston has lost all of the game stores that I know of. Any suggestions?

Man, tell me about it. I remember a few years back, Tri-Games off Grant Road and Jones, here in NW Houston.

I miss my store. I regret not managing it myself and lost my investment with a bad manager.

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Greetings, fellow Houstonians.

Can't really say that I'm able to join or run games, considering the only times I can do so is on a Monday and I'm already alternating between running and playing every other week with one group, and running the occasional Sunday game with my roommate and a different gaming group.

I live in the 1960 and 290 part of town, but game on Mondays at 249 and 1960.

At the moment, my work schedule is a *****, barely able to run my game on Mondays and skip out on playing, but I have to say, Council of Thieves is pretty good about allowing me to smack around some powergamers (poisoned silverware that keeps the Bastards of Erebus always on their toes).

Bahahahaha!

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Wow, I am quite late to find this post in the forums.

I'm from Houston too, North West side, by 1960 and 290. If you ever need players or want to play in a session, drop a line. Usually, we have slots open. Usually.

theMexican.

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I found the Iron Mage at draft 5 and now that it's at draft 6, I only have a small question regarding Witching.

The Witching ability , I feel is a bit overpowered, not allowing a saving throw to NOT be affected by it. Is this on purpose or is it a DM call?

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If I were to purchase previous issues of the Adventure Paths, will I be able to obtain free pdfs if I have the subscription?