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Venture-Agent, Ohio—Dayton 11 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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* Venture-Agent, Ohio—Dayton

I've got a pretty simple noob GM question, but since the Organized Play site is down, this was the best place I could think to check.

I just ran Second Confirmation at my store. Great group - they got the 4 rep/prestige. I entered it for all of them.

I applied the game to one of my own characters, but his rep/prestige only went up by 2. Should it have been 4? I think I can see where I can change the amount I got, but I'm not sure what I need to change it to. If I remember correctly, I should get the same rewards as my players, do I need to fill out a sheet for myself too?

Thanks.


Of course. Not even an obscure one. Just an obvious one. Thanks.


I looked through the errata posts and couldn't find this. Under the "skills" section of the character creation guide, it says:

Quote:
In the second box to the right of each skill name on your character sheet, there’s an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability’s modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0.

Shouldn't it be +2 for a first level character, since trained gives +2 and most skills in first level are just going to be trained? It has the same thing on the "class dc" step.

Is this a typo, or am I missing an obscure rule somewhere?


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Thanks, Cavall. It at least saves me a lot of googling. I'll ask the player what they want to learn and take it from there.


JiaYou said wrote:
Follows that it can learn skirmisher tricks the way it would learn normal tricks.

Thanks for your reply. I was not specific enough. Normal tricks come with a Training DC. Because the Skirmisher learns things differently, there is no Training DC.

As Animal Companion training requires making a set training DC on a Handle Animal check, and skirmisher traits have no training DC, how do you learn Skirmisher tricks?


Hello everyone,

I have a Hunter that wants to teach his animal companion some skirmisher tricks. This is great. I love it.

He wants to do it using handle animal. There are no clear rules about this. I hate it.

Currently, I've ruled that the player can only teach is skirmisher tricks as an extra trick. Am I missing something? Is there a Handle Animal DC that will allow them to teach this tricks the same way other tricks can be trained?

Thanks for your time.


Just finished this part, and I wish I'd had this before we started it. This is a great, clear outline of what should happen. Thanks.


I like the idea of framing the PCs in general, but you've run into the same problems I was having when trying to make it work.

With that said, I think having a few PCs arrested and "interrogating" those in prison while the others sneak into the crime scene to investigate it sounds like a fun session for both groups. While it sucks to split the party, at least they won't be in combat.

You'd have to create your own scenario to spring the imprisoned party members of have them develop a good enough alibi for the party to move forward. I like the idea of the party having to stay one step ahead of the Sandpoint guards to clear their names of the murder though.

Let us know what you do!


There are some new people playing, so a retraining was already in the works. Thanks, Steel. I'll offer that compromise or he can introduce a new character. Happy games to you as well.


I really appreciate the replies, thanks.

Yes, I think that the buckler being the inspiring buckler is odd, but he's been really consistent claiming that from the beginning. He's a weird dude and, yeah, an optimizer.

I'll pitch the two feats. He may already have Shield Focus, which should make it appealing.


I've got a player running an archery based fighter. The whole inspiration for this character was the buckler, which he firmly and staunchly believes gives him a +1 to AC even when using his bow. I, the DM, believe he is wrong in his interpretation of the (admittedly poorly worded) buckler rules and has to give up his AC bonus on the turn he fires the bow.

Now, I don't want this thread to be a rules debate. We've played about 5 sessions. I brought up that we've been doing this wrong. He has basically said this ruins the character and the fun for him. I see a few ways to possibly deal with this.

Let him have it - You didn't catch it when he made the character. Let him know I won't rule this any other time, but I'm keeping it for consistency. It won't get too gamebreaking until it becomes magical.

Hard, firm "No" - I'm the DM, so I win. Feels like a jerk move after he's been playing with the character a while, but those are the rules and whether or not to keep playing it is his choice.

Improved Buckler Defense - An old feat from 3.5 that isn't technically in Pathfinder, but it can be shoehorned in, makes the character work. It's a bit of a win-win compromise.

Any thoughts on these or something else I haven't considered?