You know you're in trouble when you get to the table and...


Pathfinder Society

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The Exchange 5/5

The Morphling wrote:

You sit down at a certain "investigate the cult and pretend to join them" scenario and the total charisma modifier is -11.

This. Actually. Happened.

heck, I can do a -5 with one PC.

Silver Crusade 1/5 *

Ummm, a PC with a -5 Cha modifier is effectively comatose.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.

Not if his CHA is 1, which has the same modifier as 0.

The Exchange 5/5

Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.

CHA is 5, but she runs Clearear almost all the time, which gives her a -2 to all CHA checks, so... (-3)-2=(-5) correct?

Silver Crusade 1/5 *

Well yeah I suppose, lol.

5/5 5/55/55/5

1 person marked this as a favorite.
Spark Monkey wrote:
Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.
CHA is 5, but she runs Clearear almost all the time, which gives her a -2 to all CHA checks, so... (-3)-2=(-5) correct?

Get him a belt of dwarven kind too!

Silver Crusade 1/5 *

Jiggy wrote:
Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.
Not if his CHA is 1, which has the same modifier as 0.

And is there a legal way for a PC to have a 1 in Cha at the beginning of the scenario?

4/5 5/55/55/55/5 **** Regional Venture-Coordinator, Central Europe

Bigdaddyjug wrote:
Jiggy wrote:
Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.
Not if his CHA is 1, which has the same modifier as 0.
And is there a legal way for a PC to have a 1 in Cha at the beginning of the scenario?

Unhealed charisma drain

Silver Crusade 1/5 *

GreyYeti wrote:
Bigdaddyjug wrote:
Jiggy wrote:
Bigdaddyjug wrote:
Ummm, a PC with a -5 Cha modifier is effectively comatose.
Not if his CHA is 1, which has the same modifier as 0.
And is there a legal way for a PC to have a 1 in Cha at the beginning of the scenario?
Unhealed charisma drain

I thought all ability drain/damage had to be resolved at the end of the scenario in which it happened?

4/5 5/55/55/55/5 **** Regional Venture-Coordinator, Central Europe

Guide to Organized Play page 22 wrote:


All conditions gained during an adventure, except for
permanent negative levels, ability drain that does not
reduce an ability score to 0
, and conditions that provide no
mechanical effect, must be resolved before the end of the
session; if these are not resolved the character should be
reported as ‘dead.’ Permanent negative levels, ability drain,
and non-mechanical conditions being carried over to the next session should be recorded under the Notes section
of the Chronicle sheet
.

Permanent negative levels and ability drain are exceptions to the rule that all conditions have to be cleared at the end of a scenario

5/5 *****

1 person marked this as a favorite.
The Morphling wrote:

You sit down at a certain "investigate the cult and pretend to join them" scenario and the total charisma modifier is -11.

This. Actually. Happened.

Hey, I may have a -2 Charisma modifier but I still start out with 20+ in Diplomacy and Bluff. Thank you Student of Philosophy. I shall convince you with the power of my logic!


2 people marked this as a favorite.
The Morphling wrote:

You sit down at a certain "investigate the cult and pretend to join them" scenario and the total charisma modifier is -11.

This. Actually. Happened.

Even funnier. You have to infiltrte an embassasy. The Gm says "Ok, how has the lowest bluff" and the lowest bluff is 9. The GM thought it would be fun, but we just lied, kissed and intimidated our way though the scenario. No roll failed.

Grand Lodge 2/5

6 people marked this as a favorite.
The Morphling wrote:

You sit down at a certain "investigate the cult and pretend to join them" scenario and the total charisma modifier is -11.

This. Actually. Happened.

It is only marginally better if you have a very high charisma and diplomacy character, but that character is a paladin. "I don't exactly want to join your cult, but if you don't mind me asking politely, what kind of evil shenanigans are you planning?"

Liberty's Edge 2/5

2 people marked this as a favorite.

Paladins. The best people to take when trying to infiltrate an evil cult. Brilliant!

Silver Crusade 1/5 *

andreww wrote:
The Morphling wrote:

You sit down at a certain "investigate the cult and pretend to join them" scenario and the total charisma modifier is -11.

This. Actually. Happened.

Hey, I may have a -2 Charisma modifier but I still start out with 20+ in Diplomacy and Bluff. Thank you Student of Philosophy. I shall convince you with the power of my logic!

Or you're a Conversion inquisition inquisitor. I may not be the smoothest talker, but my reasonable suggestions and gravelly voice have endeared me to you.


3 people marked this as a favorite.
Zach Williams wrote:
Paladins. The best people to take when trying to infiltrate an evil cult. Brilliant!

Or the time I heard "There are going to be traps" I straight up asked the VC why she didnt assign Rogues to the party.

The Exchange 5/5

3 people marked this as a favorite.
hotsauceman wrote:
Zach Williams wrote:
Paladins. The best people to take when trying to infiltrate an evil cult. Brilliant!
Or the time I heard "There are going to be traps" I straight up asked the VC why she didnt assign Rogues to the party.

did she reply that "you're all I've got to work with..." or "...you aren't rogues?"...


1 person marked this as a favorite.

nahh it was a handwave and "Next Question"

2/5

6 people marked this as a favorite.
nosig wrote:
"...you aren't rogues?"...

Thank you for this. It is now my official answer to every "why didn't you send..." question ever asked to a VC.


2 people marked this as a favorite.

Hey. My paladin is excellent at finding traps. :)

And since he's also a monk, the traps often fail to affect him.

-k

Silver Crusade

1 person marked this as a favorite.

...You are playing a 7-11 with a pregen. (This is why all my characters have golembane scarabs and cold iron weapons to loan to pregens).

5/5 5/55/55/5

3 people marked this as a favorite.
Jason Hanlon wrote:
nosig wrote:
"...you aren't rogues?"...
Thank you for this. It is now my official answer to every "why didn't you send..." question ever asked to a VC.

We sent them in first. Here's a spatula. Grandmaster torch will want the remains.

The Exchange 5/5

2 people marked this as a favorite.
Jason Hanlon wrote:
nosig wrote:
"...you aren't rogues?"...
Thank you for this. It is now my official answer to every "why didn't you send..." question ever asked to a VC.

Actually my point was, I feel it would be the responsiblilty of the players that there is someone there to handle traps.

Example:

For example, I have sat at a table where we had no rogue, and when someone asked about it they got the following responses from the other players...

Cleric: "I've got a +XX (High number), so I can find them, just can't do anything about them
Gunfighter: "I've got a +YY on Disable Device, but I can't handle Magic Traps..."
Wizard: "I've got a spell that gives me trap-finding, so I can do the Magic ones... Arem Zays something... let me check my list."
Bard: "I'm a Detective Bard, so I can handle the Magic Traps..."

The funniest part was that the guy playing the Bard (me) also had an Alchemist he could have run - who was a Crypt Braker that also had Trapfinding for magic traps... so I would have switched out to give us a Trap handler before we started if I needed too...

Kind of like having missile weapons, and healing, and a face PC, and ... all the things that make us "a team of diverse adventurers".

The one that shocks me, is when I sit down at the table and the guy playing the Rogue (5th level) doesn't have disable device, not even one rank, (he did mention it at the start of the adventure) because he would then be expected to have to deal with the traps, and that could get you killed... "I'm not that kind of Rogue."

5/5 5/55/55/5

5 people marked this as a favorite.

The fact is you're going on the adventure with whatever the people sitting at the table have in level range, followed by the new factor of the faction they're trying to play, and then if you're lucky by their ability to fit into the group. This can either break your suspension of disbelief in a group of competent adventurer archeologists, or you can just play the society off as a either sociopathically apathetic to the survival of its agents or just as an insane adventurer's hogwarts.

Silver Crusade 5/5

I just assume that the society only has so many members available in a given location.

Dark Archive 5/5

7 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps Subscriber

I just assume the society doesn't care about survival, just Explore, Report, Cooperate.

They can just send more people to get your report posthumously, speak with dead is a thing.

Silver Crusade 2/5 *

You're in trouble if one of my PCs is your dedicated dpr. :)


BigNorseWolf wrote:

The fact is you're going on the adventure with whatever the people sitting at the table have in level range, followed by the new factor of the faction they're trying to play, and then if you're lucky by their ability to fit into the group. This can either break your suspension of disbelief in a group of competent adventurer archeologists, or you can just play the society off as a either sociopathically apathetic to the survival of its agents or just as an insane adventurer's hogwarts.

I do like t think Society is just run by incompetant fools that dont even read the dossiers of anyone.

5/5 *****

3 people marked this as a favorite.

VC's are clearly promoted to their level of incompetence.


3 people marked this as a favorite.

You know how you can pay 5 PP for a corpse recovery?

Ever wonder who gets the job of recovering those bodies?

Yeah. Today, that's you.

-j

5/5 5/55/55/5

4 people marked this as a favorite.
andreww wrote:
VC's are clearly promoted to their level of incompetence.

The dilbert principle: promote people to the level where they can do no harm.

Grand Lodge 4/5 * Venture-Agent, Texas—Houston

2 people marked this as a favorite.

... your Sorcerer with the wand of cure critical is pulling healing duty.

4/5 5/5

1 person marked this as a favorite.

...you're heading into Bonekeep, and your only source of healing is a bunch of CLW wands and a pair of first aid gloves.

Dark Archive

6 people marked this as a favorite.

During a break the GM looks over the scenerio and says "Oh that looks like it's going to be fun"

That was me reading over some simple box text and I looked up to a table of the most horrified faces I've ever seen.

5/5 5/55/55/5

Nosig wrote:
Kind of like having missile weapons, and healing, and a face PC, and ... all the things that make us "a team of diverse adventurers".

Yes, but anyone can have a missile weapon and healing with minimal investment. Dealing with magical traps usually takes a level dip. (or an adamantium weapon to go around it...)


... your best means of searching for traps is poking the ground with a quarterstaff.

Silver Crusade 4/5

8 people marked this as a favorite.

...the intro text begins with Aram Zey sincerely complementing your characters and expressing relief that such competent agents were available.

If This Actually Happens:
I highly recommend attacking him immediately, because he's obviously been replaced by an evil shapeshifter of some sort. Aram Zey only hands out two types of praise: sarcastic and none.

Silver Crusade 4/5

1 person marked this as a favorite.
BigNorseWolf wrote:
Nosig wrote:
Kind of like having missile weapons, and healing, and a face PC, and ... all the things that make us "a team of diverse adventurers".

Yes, but anyone can have a missile weapon and healing with minimal investment. Dealing with magical traps usually takes a level dip. (or an adamantium weapon to go around it...)

Or an ankylosaurus animal companion. Best mechanical trap springer ever. Because his AC's so high nothing can hit him, and he's got the hp to survive a fall if its a pit trap. Seen this one in action.

Scarab Sages 5/5 5/55/55/5

Brett Carlos wrote:
BigNorseWolf wrote:
Nosig wrote:
Kind of like having missile weapons, and healing, and a face PC, and ... all the things that make us "a team of diverse adventurers".

Yes, but anyone can have a missile weapon and healing with minimal investment. Dealing with magical traps usually takes a level dip. (or an adamantium weapon to go around it...)

Or an ankylosaurus animal companion. Best mechanical trap springer ever. Because his AC's so high nothing can hit him, and he's got the hp to survive a fall if its a pit trap. Seen this one in action.

*tap tap taps pointy stick*

Silver Crusade 4/5

1 person marked this as a favorite.
Flutter wrote:
Brett Carlos wrote:
BigNorseWolf wrote:
Nosig wrote:
Kind of like having missile weapons, and healing, and a face PC, and ... all the things that make us "a team of diverse adventurers".

Yes, but anyone can have a missile weapon and healing with minimal investment. Dealing with magical traps usually takes a level dip. (or an adamantium weapon to go around it...)

Or an ankylosaurus animal companion. Best mechanical trap springer ever. Because his AC's so high nothing can hit him, and he's got the hp to survive a fall if its a pit trap. Seen this one in action.
*tap tap taps pointy stick*

So, pointy sticks are better than an ankylosaurus? Suspect Stampy would disagree. Will check with his ranger... :-)


3 people marked this as a favorite.

The best trap springers are dead goblins tied to the end of a rope and thrown down a hallway.


1 person marked this as a favorite.

You enter a town that frowns on weapons. The gunslinger tries to bluff his way through, and is asked to demonstrate that they are empty. He does.

The cleric has to roll a new character.

hotsauceman wrote:
The best trap springers are dead goblins tied to the end of a rope and thrown down a hallway.

Minor correction: the best trap springers are dead goblins rigged up with rope and a paddle, and then manipulated via "Bugsby's Hand of Marionette Control".

If you don't have it in your spellbook, phone up Vaarsuvius and offer to trade it for a coffee machine that does espresso.

Scarab Sages 5/5 5/55/55/5

1 person marked this as a favorite.
Brett Carlos wrote:


So, pointy sticks are better than an ankylosaurus? Suspect Stampy would disagree. Will check with his ranger... :-)

I will check with Stampy, and then decide if it warrants a pointy stick offense against the animal companion/ humanoid companion contract.

Grand Lodge 4/5

2 people marked this as a favorite.
Jason Wu wrote:

You know how you can pay 5 PP for a corpse recovery?

Ever wonder who gets the job of recovering those bodies?

Yeah. Today, that's you.

-j

Been there, done that. Just this past Sunday, actually.

And, since there were several bodies of late Pathfinders we recovered, we were all wishing that we got the PP for the recoveries paid to us, in addition to the normal PP for the scenario.

And found out some more background on <redacted>, and got a <redacted> boon that took two chronicle sheets to cover.

Grand Lodge 2/5 **

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Flutter wrote:
Brett Carlos wrote:


So, pointy sticks are better than an ankylosaurus? Suspect Stampy would disagree. Will check with his ranger... :-)

I will check with Stampy, and then decide if it warrants a pointy stick offense against the animal companion/ humanoid companion contract.

Also have to wonder how you get an ankylosaurus out of a pit trap. :-)

2/5

1 person marked this as a favorite.

Use a poke ball?


I thought that was only paladin mounts?

Dark Archive 4/5 5/5 ****

Kalvit wrote:
... your best means of searching for traps is poking the ground with a quarterstaff.

And to think I thought the best method of searching for traps was a barbarian and a Wand of Infernal Healing. The Adamantine Greataxe would be for disarming said traps, if they fail to go off.

Shadow Lodge 4/5

2 people marked this as a favorite.
nosig wrote:

The one that shocks me, is when I sit down at the table and the guy playing the Rogue (5th level) doesn't have disable device, not even one rank, (he did mention it at the start of the adventure) because he would then be expected to have to deal with the traps, and that could get you killed... "I'm not that kind of Rogue."

Shocks you? That is the rogue-iest thing I have ever heard. I love it.

4/5 5/5 ***

Pathfinder Maps, Pathfinder Accessories, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
kinevon wrote:

Been there, done that. Just this past Sunday, actually.

And, since there were several bodies of late Pathfinders we recovered, we were all wishing that we got the PP for the recoveries paid to us, in addition to the normal PP for the scenario.

And found out some more background on <redacted>, and got a <redacted> boon that took two chronicle sheets to cover.

I don't think <redacted> actually had the prestige to recover those Pathfinders, since it wasn't the main scope of the scenario.

If I'm thinking it is the scenario I ran on Sunday in my area..

Spoiler:
Destiny of the Sands, Part Two?

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