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Bron Frostbreath |
![Tsadok Goldtooth](http://cdn.paizo.com/image/avatar/PZO9057-Goldtooth_90.jpeg)
Good, having the weight of the ammo halved goes a long way. I have to admit thios is the very fiorst time in my life I play a small character (human fan since AD&D times).
What about the 'dropping the backpack' thing? Is it viable? I know some of my friends told me they used that trick when they played RQ. They cut the straps and after the combat they sewn them together again.
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GM BC4Realz |
![Clover](http://cdn.paizo.com/image/avatar/Plot-lucky.jpg)
The other is to remember that you don't need to wear the pack in a fight; every campaign I've played thus far to a point where encumbrance mattered also allowed packs to be shrugged off as a free action, maybe a swift at most.
If it wasn't for this preanswer question my inclination probably would have been to set it as part of a move action to start with.
The difference between that and a swift is mostly semantics, so we will begin with swift and rebalance during if needed.
No need to dismember the packs. Pretty easy to shrug off a backpack. Probably easier than slicing the straps.
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Sam C. |
![Warforged](http://cdn.paizo.com/image/avatar/DA115_headonly.jpg)
Sam C. wrote:The other is to remember that you don't need to wear the pack in a fight; every campaign I've played thus far to a point where encumbrance mattered also allowed packs to be shrugged off as a free action, maybe a swift at most.If it wasn't for this preanswer question my inclination probably would have been to set it as part of a move action to start with.
The difference between that and a swift is mostly semantics, so we will begin with swift and rebalance during if needed.
No need to dismember the packs. Pretty easy to shrug off a backpack. Probably easier than slicing the straps.
Oops, sorry if I'm stepping on your patch, BC! Just offering personal campaign experience as an example.
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GM BC4Realz |
![Clover](http://cdn.paizo.com/image/avatar/Plot-lucky.jpg)
GM BC4Realz wrote:Oops, sorry if I'm stepping on your patch, BC! Just offering personal campaign experience as an example.Sam C. wrote:The other is to remember that you don't need to wear the pack in a fight; every campaign I've played thus far to a point where encumbrance mattered also allowed packs to be shrugged off as a free action, maybe a swift at most.If it wasn't for this preanswer question my inclination probably would have been to set it as part of a move action to start with.
The difference between that and a swift is mostly semantics, so we will begin with swift and rebalance during if needed.
No need to dismember the packs. Pretty easy to shrug off a backpack. Probably easier than slicing the straps.
No prob. Same team. ;)
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GM BC4Realz |
![Clover](http://cdn.paizo.com/image/avatar/Plot-lucky.jpg)
ElbowtotheFace: Grattfaulk - Human Invulnerable Rager (Barbarian)
Looks mostly good to me. Only thing is I don't see a drawback. Did you already select one?
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Here4daFreeSwag |
![Human](http://cdn.paizo.com/image/avatar/Paizo_w2_river-queen_final.jpg)
GM BC4Realz, I was thinking of setting up a Fetchling Inquisitor as either arcane or maybe even skilled.
I'm planning to use both the Questioner (Magic Tactics Toolbox, Primary) and Skeptic (Haunted Heroes Handbook, Secondary) archetypes together.
One bit of question on your take on stacking them together:
The Questioner has their entire investigator talents (in general) altered in that they can never the alchemist discovery talent but can take any other ones as normal (since they trade out alchemy for Bardic spellcasting) and the Skeptic replaces the investigator talent gained at 7th level with something else.
Would it be okay to combine the two archetypes or should I just stick with just one of them (Questioner, most likely)?
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Here4daFreeSwag |
![Human](http://cdn.paizo.com/image/avatar/Paizo_w2_river-queen_final.jpg)
Presenting Zoka Shadowfell, a Kayal that knows his way around traps and haunts. Doesn't mean that he'd go out of his way seeking either but he'd know what to do if he encountered them. Can go under the Arcane, Ranged, or Skilled categories.
Zoka Shadowfell
Male Fetchling investigator 1 (Questioner [magic tactics toolbox], Skeptic [haunted heroes])
N Medium outsider (native)
Init +2 (+3 in response to a haunt activating); Senses darkvision 60 ft., low-light vision; Perception +4 (+5 to notice haunts)
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +2
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee gladius +2 (1d6+2/19-20) or
. . hanbo +2 (1d6+2) or
. . kunai +2 (1d4+2)
Ranged sling +2 (1d4+2)
Special Attacks unnerving gaze
Investigator (Questioner, Skeptic) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—abundant ammunition[UC], night blindness
. . 0 (at will)—prestidigitation, scrivener's chant, telekinetic projectile[OA, two world magic], vacuous vessel (DC 12)
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Statistics
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Str 14, Dex 15, Con 14, Int 15, Wis 10, Cha 15
Base Atk +0; CMB +2; CMD 14
Feats Extra Inspiration[ACG]
Traits muscle of the society, trap finder, two-world magic
Flaws warded against nature
Skills Disable Device +6, Escape Artist +5, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (planes) +8, Perception +4 (+5 to notice haunts), Sense Motive +4, Sleight of Hand +5, Spellcraft +6, Stealth +7; Racial Modifiers +2 Knowledge (planes), +2 Stealth
Languages Aklo, Common, Draconic
SQ hauntfinding +1, inspiration (5/day), inspiration for subterfuge, warded against nature, trapfinding [via trait], fcb:+1 hp
Combat Gear caltrops (cold iron), sharpstone bullet (10); Other Gear wooden armor[APG], gladius[UC], hanbo, kunai, sling, sling bullets (10), bandolier[UE], barbed vest[APG], bedroll, breathing tube, chalk, , iron spike[APG] (2), standard thieves' tools, trail rations (4), twine (50')[APG], waterproof bag[UE], waterskin, 3 gp, 6 sp, 8 cp left
Explorer's oufit [free]
Cat Burglar's Kit [free, heroes of the streets]: glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], silk rope (50 ft.)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hauntfinding +1 (Su) Insight bonus to notice a haunt, or to initiative checks made as result of a haunt activating.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiration for Subterfuge (Ex) A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill. This ability alters inspiration.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Unnerving Gaze (3/day, DC 12) 30 ft. cone that fills sighted creatures with fear. Replacement Alternate Racial Trait.
Warded Against Nature flaw Animals will not willingly approach within 30 ft. Those from character class features (familiars, animal companions) should be okay, mostly.
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Sam C. |
![Warforged](http://cdn.paizo.com/image/avatar/DA115_headonly.jpg)
I will still hold out hope, this end of the month has been really messy for a lot of people.
Perhaps, but not taking a couple of minutes as a courtesy to post something like "life's busy, recruitment is extended/delayed/canceled, apologies" doesn't say a whole of good about the prospective GM.
And I do get that this is a game and all, but that doesn't excuse just blowing it off with not so much as a peep to people whose own time matters just as much to them.